Skip to content

PhysicsSystem

Defined in: physics/src/PhysicsSystem.ts:23

Steps per-scene physics worlds and synchronises Rapier ↔ Transform.

Runs in FixedUpdate at priority 0, before ComponentFixedUpdateSystem (priority 1000).

Each active scene with physics gets its own sub-accumulator scaled by scene.timeScale. Paused scenes are simply not stepped — no sleep/wake needed.

  • System

new PhysicsSystem(): PhysicsSystem

PhysicsSystem

System.constructor

protected context: EngineContext

Defined in: core/dist/index.d.ts:1016

Reference to the engine context, set on registration.

System.context


enabled: boolean

Defined in: core/dist/index.d.ts:1014

Whether this system is active.

System.enabled


readonly phase: FixedUpdate = Phase.FixedUpdate

Defined in: physics/src/PhysicsSystem.ts:24

The phase this system runs in.

System.phase


readonly priority: 0 = 0

Defined in: physics/src/PhysicsSystem.ts:25

Execution priority within the phase. Lower = earlier. Default: 0.

System.priority

_setContext(context): void

Defined in: core/dist/index.d.ts:1022

Internal

Set the engine context. Called by Engine during startup.

EngineContext

void

System._setContext


optional onRegister(context): void

Defined in: core/dist/index.d.ts:1026

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


optional onUnregister(): void

Defined in: core/dist/index.d.ts:1030

Called when the system is removed.

void

System.onUnregister


update(dt): void

Defined in: physics/src/PhysicsSystem.ts:30

Called every frame (or every fixed step for FixedUpdate).

number

void

System.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:1024

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

System.use