PhysicsFrameState
The motion of a physics frame in the space around it, once per tick, on every process that holds the frame (docs/container-tree.md D14): its pose, linear and angular velocity, and linear acceleration.
Nebula · Packages/com.1by3.nebula/Runtime/Containers/PhysicsFrames.cspublic struct PhysicsFrameStateThe motion of a physics frame in the space around it, once per tick, on every process that holds the frame (docs/container-tree.md D14): its pose, linear and angular velocity, and linear acceleration. The frame's owner computes it from the carrier it simulates; everyone else from the replicated stream, so a leased interior reads it one replication delay late. Nebula applies no fictitious forces by itself: whether crates slide when the ship brakes is the game's call, made with FrameInertia on the bodies that should, or from LocalAcceleration and LocalAngularVelocity directly.
Fields
Position
public Vector3 Position;The frame's origin in the space around it.
Rotation
public Quaternion Rotation;The frame's orientation in the space around it.
Velocity
public Vector3 Velocity;Linear velocity of the frame's origin, in the space around it (m/s).
AngularVelocity
public Vector3 AngularVelocity;Angular velocity, in the space around it (radians per second, axis times rate).
Acceleration
public Vector3 Acceleration;Linear acceleration of the frame's origin, in the space around it (m/s²).
Tick
public uint Tick;The tick this state was taken at.
HasRates
public bool HasRates;At least two samples have been taken, so the rates mean something.
Properties
LocalAcceleration
public Vector3 LocalAcceleration { get; }Acceleration expressed in the frame's own axes: what an accelerometer bolted to the deck reads.
LocalAngularVelocity
public Vector3 LocalAngularVelocity { get; }AngularVelocity in the frame's own axes.
Methods
ToParent
public Vector3 ToParent(Vector3 local);A frame-local point in the space around the frame.
ToLocal
public Vector3 ToLocal(Vector3 parent);A point in the space around the frame, in frame-local coordinates.
PointVelocity
public Vector3 PointVelocity(Vector3 local);How fast a point fixed in the frame moves in the space around it: v + ω × r.
PhysicsFrame
A container's own physics frame: a local physics scene in which the container stands still (docs/container-tree.md §3).
PhysicsFrames
The physics frames this process holds, one per container with Container.OwnPhysicsFrame (docs/container-tree.md §3): scene lifetime and pooling, interior colliders, frame state, conversion between spaces, the crossing policy, and — on a ...