Applies the position and rotation of the Rigidbody to the corresponding Transform component.
This is more efficient than setting Transform.position and Transform.rotation manually.
Note: This method doesn't update the child Transforms. It should be called from the topmost Transform, down the hierarchy.
using UnityEngine;
public class PositionTracker : MonoBehaviour { private PhysicsScene m_SomeScene; private Rigidbody m_Rigidbody;
public void SimulateTrajectory(float totalTime) { m_SomeScene.RunSimulationStages(0f, SimulationStage.PrepareSimulation);
for (int i = 0; i < totalTime / Time.fixedDeltaTime; i++) m_SomeScene.RunSimulationStages(Time.fixedDeltaTime, SimulationStage.RunSimulation);
// Transform of the m_Rigidbody is still like it was at the start of the method m_Rigidbody.PublishTransform(); // Transform of the m_Rigidbody is now up to date and can be accessed to see where the body ended up after simulating for "totalTime" seconds } }
Simulate a PhysicsScene with a Rigidbody and use PublishTransform to read the information from the physics system to the Transform component.