Optional
allowedOptional
collidersSet the base automatic colliders for this physics world All Meshes inside RigidBodies will generate a collider based on this value, if not overridden.
Optional
contactDirectly affects the erp
(Error Reduction Parameter) which is the proportion (0 to 1) of the positional error to be corrected at each time step.
The higher this value is, the more the physics engine will try to correct errors.
This prop is currently undocumented in the Rapier documentation.
https://github.com/dimforge/rapier/pull/651 where this change was made to Rapier
30
Optional
debugEnable debug rendering of the physics world.
false
Optional
gravitySet the gravity of the physics world
[0, -9.81, 0]
Optional
interpolateInterpolate the world transform using the frame delta times. Has no effect if timeStep is set to "vary".
true
Optional
lengthThe approximate size of most dynamic objects in the scene.
This value is used internally to estimate some length-based tolerance. This value can be understood as the number of units-per-meter in your physical world compared to a human-sized world in meter.
1
Optional
maxMaximum number of substeps performed by the solver
1
Optional
minMinimum number of dynamic bodies in each active island
128
Optional
numNumber of addition friction resolution iteration run during the last solver sub-step. The greater this value is, the most realistic friction will be. However a greater number of iterations is more computationally intensive.
4
Optional
numNumber of internal Project Gauss Seidel (PGS) iterations run at each solver iteration.
Increasing this parameter will improve stability of the simulation. It will have a lesser effect than
increasing numSolverIterations
but is also less computationally expensive.
1
Optional
numThe number of solver iterations run by the constraints solver for calculating forces. The greater this value is, the most rigid and realistic the physics simulation will be. However a greater number of iterations is more computationally intensive.
4
Optional
pausedPause the physics simulation
false
Optional
predictionThe maximal distance separating two objects that will generate predictive contacts
0.002
Optional
timeSet the timestep for the simulation. Setting this to a number (eg. 1/60) will run the simulation at that framerate. Alternatively, you can set this to "vary", which will cause the simulation to always synchronize with the current frame delta times.
1/60
Optional
updateSet the update loop strategy for the physics world.
If set to "follow", the physics world will be stepped
in a useFrame
callback, managed by @react-three/fiber.
You can use updatePriority
prop to manage the scheduling.
If set to "independent", the physics world will be stepped
in a separate loop, not tied to the render loop.
This is useful when using the "demand" frameloop
strategy for the
@react-three/fiber <Canvas />
.
https://docs.pmnd.rs/react-three-fiber/advanced/scaling-performance#on-demand-rendering
"follow"
Optional
updateThe update priority at which the physics simulation should run.
Only used when updateLoop
is set to "follow".
https://docs.pmnd.rs/react-three-fiber/api/hooks#taking-over-the-render-loop
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Amount of penetration the engine wont attempt to correct
Default Value
0.001