A world in which physics objects exist. You can create your own world but you really don't need to. A world for the map is created clientside and serverside automatically.
AirDensity |
Air density of this physics world, for things like air drag.
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Bodies |
All bodies in the world
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Body |
The body of this physics world.
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CollisionRules |
Set or retrieve the collision rules for this Sandbox.PhysicsWorld.
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DebugSceneWorld |
A SceneWorld where debug SceneObjects exist.
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Gravity |
Access the world's current gravity.
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Group |
The physics group of this physics world. A physics world will contain only 1 body.
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PositionIterations |
Used for constraints (joints). Higher values should result in more accurate simulation (TODO: Confirm this)
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SimulationMode |
Physics simulation mode. See Sandbox.PhysicsSimulationMode for explanation of each mode.
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SleepingEnabled |
If true then bodies will be able to sleep after a period of inactivity
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SubSteps |
If you're seeing objects go through other objects or you have a low tickrate, you might want to increase the number of physics substeps.
This breaks physics steps down into this many substeps. The default is 1 and works pretty good.
Be aware that the number of physics ticks per second is going to be tickrate * substeps.
So if you're ticking at 90 and you have SubSteps set to 1000 then you're going to do 90,000 steps per second. So be careful here.
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TimeScale |
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Trace |
Raytrace against this world
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VelocityIterations |
Used for constraints (joints). Higher values should result in more accurate simulation (TODO: Confirm this)
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