class PhysicsSettings
in global :: Sandbox . Physics
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public bool UseFixedUpdate { get; set; }
If false, then instead of operating physics, and UpdateFixed in a fixed update frequency they will be called the same as Update - every frame, with a variable time delta.
public int SubSteps { get; set; }
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.
public float FixedUpdateFrequency { get; set; }
How many times a second FixedUpdate runs
public int MaxFixedUpdates { get; set; }
If the frame took longer than a FixedUpdate step, we need to run multiple steps for that frame, to catch up. How many are allowed? Too few, and the simluation will run slower than the game. If you allow an unlimited amount then the frame time could snowball to infinity and never catch up.
public Guid Guid { get; set; }
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public int Version { get; }
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public JsonObject Serialize( )
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public void Deserialize( string json )
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public int GetHashCode( )
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public PhysicsSettings( )
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