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
debugEnable debug rendering of the physics world.
false
Optional
erpThe Error Reduction Parameter in between 0 and 1, is the proportion of the positional error to be corrected at each time step.
0.8
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
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