#Kinematic and gravity
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If it's not clear, this forum is for DOTS, if your question relates to built-in physics, that's #⚛️┃physics. Unity Physics is for ECS
I did mean ECS
I've not tried it personally, I would take a look at what the differences are between the entities produced by different authoring setups.
The docs mention PhysicsGravityFactor as an optional override to scale gravity, PhysicsVelocity being optional where removing it makes the body static. Also PhysicsMass has a static method called CreateKinematic, so I presume you can use that to create a mass component that makes the body kinematic
Thanks!
there is a specific PhysicsMassOverride component you can add where you can toggle the state of kinematic https://docs.unity3d.com/Packages/com.unity.physics@1.0/api/Unity.Physics.PhysicsMassOverride.html