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. |
| Bodies |
All bodies in the world |
| Body |
The body of this physics world. |
| CollisionRules |
Set or retrieve the collision rules for this Sandbox.PhysicsWorld. |
| DebugSceneWorld |
A SceneWorld where debug SceneObjects exist. |
| Gravity |
Access the world's current gravity. |
| Group |
The physics group of this physics world. A physics world will contain only 1 body. |
| PositionIterationsobsolete |
|
| SimulationMode |
Physics simulation mode. See Sandbox.PhysicsSimulationMode for explanation of each mode. |
| SleepingEnabled |
If true then bodies will be able to sleep after a period of inactivity |
| 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. |
| TimeScaleobsolete |
|
| Trace |
Raytrace against this world |
| VelocityIterationsobsolete |
|
| DebugDraw |
Updates all the SceneObjects in the Sandbox.PhysicsWorld.DebugSceneWorld, call once per tick or frame. |
| Delete |
Delete this world and all objects inside. Will throw an exception if you try to delete a world that you didn't manually create. |
| GetCollisionRule |
Gets the specific collision rule for a pair of tags. |
| RunTrace |
Like calling PhysicsTraceBuilder.Run, except will re-target this world if it's not already the target |
| RunTraceAll |
Like calling PhysicsTraceBuilder.RunAll, except will re-target this world if it's not already the target |
| SetCollisionRulesobsolete |
Used internally to set collision rules from gamemode's project settings.
You shouldn't need to call this yourself. |
| SetupPhysicsFromModel |
Temp function for creating model physics until entity system handles it |
| Step |
Step simulation of this physics world. You can only do this on physics worlds that you manually create. |