> For the complete documentation index, see [llms.txt](https://kinematicsoup.gitbook.io/reactor/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinematicsoup.gitbook.io/reactor/api-reference/ks.reactor.client.unity/ks.reactor.client.unity.ksphysicssettings.md).

# Class ksPhysicsSettings

Namespace: [KS.Reactor.Client.Unity](/reactor/api-reference/ks.reactor.client.unity.md)\
Assembly: KSUnity-Source.dll

Physics configuration settings. For more information about these properties see the PhysX documentation. <https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Index.html>

```csharp
[DisallowMultipleComponent]
[AddComponentMenu("Reactor/ksPhysicsSettings")]
public class ksPhysicsSettings : MonoBehaviour
```

#### Inheritance

[object](https://learn.microsoft.com/dotnet/api/system.object) ← Object ← Component ← Behaviour ← MonoBehaviour ← [ksPhysicsSettings](/reactor/api-reference/ks.reactor.client.unity/ks.reactor.client.unity.ksphysicssettings.md)

#### Inherited Members

MonoBehaviour.IsInvoking(), MonoBehaviour.CancelInvoke(), MonoBehaviour.Invoke(string, float), MonoBehaviour.InvokeRepeating(string, float, float), MonoBehaviour.CancelInvoke(string), MonoBehaviour.IsInvoking(string), MonoBehaviour.StartCoroutine(string), MonoBehaviour.StartCoroutine(string, object), MonoBehaviour.StartCoroutine(IEnumerator), MonoBehaviour.StartCoroutine\_Auto(IEnumerator), MonoBehaviour.StopCoroutine(IEnumerator), MonoBehaviour.StopCoroutine(Coroutine), MonoBehaviour.StopCoroutine(string), MonoBehaviour.StopAllCoroutines(), MonoBehaviour.print(object), MonoBehaviour.destroyCancellationToken, MonoBehaviour.useGUILayout, MonoBehaviour.runInEditMode, Behaviour.enabled, Behaviour.isActiveAndEnabled, Component.GetComponent(Type), Component.GetComponent\<T>(), Component.TryGetComponent(Type, out Component), Component.TryGetComponent\<T>(out T), Component.GetComponent(string), Component.GetComponentInChildren(Type, bool), Component.GetComponentInChildren(Type), Component.GetComponentInChildren\<T>(bool), Component.GetComponentInChildren\<T>(), Component.GetComponentsInChildren(Type, bool), Component.GetComponentsInChildren(Type), Component.GetComponentsInChildren\<T>(bool), Component.GetComponentsInChildren\<T>(bool, List\<T>), Component.GetComponentsInChildren\<T>(), Component.GetComponentsInChildren\<T>(List\<T>), Component.GetComponentInParent(Type, bool), Component.GetComponentInParent(Type), Component.GetComponentInParent\<T>(bool), Component.GetComponentInParent\<T>(), Component.GetComponentsInParent(Type, bool), Component.GetComponentsInParent(Type), Component.GetComponentsInParent\<T>(bool), Component.GetComponentsInParent\<T>(bool, List\<T>), Component.GetComponentsInParent\<T>(), Component.GetComponents(Type), Component.GetComponents(Type, List\<Component>), Component.GetComponents\<T>(List\<T>), Component.GetComponents\<T>(), Component.CompareTag(string), Component.SendMessageUpwards(string, object, SendMessageOptions), Component.SendMessageUpwards(string, object), Component.SendMessageUpwards(string), Component.SendMessageUpwards(string, SendMessageOptions), Component.SendMessage(string, object), Component.SendMessage(string), Component.SendMessage(string, object, SendMessageOptions), Component.SendMessage(string, SendMessageOptions), Component.BroadcastMessage(string, object, SendMessageOptions), Component.BroadcastMessage(string, object), Component.BroadcastMessage(string), Component.BroadcastMessage(string, SendMessageOptions), Component.transform, Component.gameObject, Component.tag, Object.GetInstanceID(), Object.GetHashCode(), Object.Equals(object), Object.Instantiate(Object, Vector3, Quaternion), Object.Instantiate(Object, Vector3, Quaternion, Transform), Object.Instantiate(Object), Object.Instantiate(Object, Transform), Object.Instantiate(Object, Transform, bool), Object.Instantiate\<T>(T), Object.Instantiate\<T>(T, Vector3, Quaternion), Object.Instantiate\<T>(T, Vector3, Quaternion, Transform), Object.Instantiate\<T>(T, Transform), Object.Instantiate\<T>(T, Transform, bool), Object.Destroy(Object, float), Object.Destroy(Object), Object.DestroyImmediate(Object, bool), Object.DestroyImmediate(Object), Object.FindObjectsOfType(Type), Object.FindObjectsOfType(Type, bool), Object.FindObjectsByType(Type, FindObjectsSortMode), Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode), Object.DontDestroyOnLoad(Object), Object.DestroyObject(Object, float), Object.DestroyObject(Object), Object.FindSceneObjectsOfType(Type), Object.FindObjectsOfTypeIncludingAssets(Type), Object.FindObjectsOfType\<T>(), Object.FindObjectsByType\<T>(FindObjectsSortMode), Object.FindObjectsOfType\<T>(bool), Object.FindObjectsByType\<T>(FindObjectsInactive, FindObjectsSortMode), Object.FindObjectOfType\<T>(), Object.FindObjectOfType\<T>(bool), Object.FindFirstObjectByType\<T>(), Object.FindAnyObjectByType\<T>(), Object.FindFirstObjectByType\<T>(FindObjectsInactive), Object.FindAnyObjectByType\<T>(FindObjectsInactive), Object.FindObjectsOfTypeAll(Type), Object.FindObjectOfType(Type), Object.FindFirstObjectByType(Type), Object.FindAnyObjectByType(Type), Object.FindObjectOfType(Type, bool), Object.FindFirstObjectByType(Type, FindObjectsInactive), Object.FindAnyObjectByType(Type, FindObjectsInactive), Object.ToString(), Object.name, Object.hideFlags, [object.Equals(object)](https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals\(system-object\)), [object.Equals(object, object)](https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals\(system-object-system-object\)), [object.GetHashCode()](https://learn.microsoft.com/dotnet/api/system.object.gethashcode), [object.GetType()](https://learn.microsoft.com/dotnet/api/system.object.gettype), [object.MemberwiseClone()](https://learn.microsoft.com/dotnet/api/system.object.memberwiseclone), [object.ReferenceEquals(object, object)](https://learn.microsoft.com/dotnet/api/system.object.referenceequals), [object.ToString()](https://learn.microsoft.com/dotnet/api/system.object.tostring)

## Fields

### AutoSync <a href="#ks_reactor_client_unity_ksphysicssettings_autosync" id="ks_reactor_client_unity_ksphysicssettings_autosync"></a>

```csharp
[Tooltip("Whether or not to automatically sync transform changes with the physic system before doing physics queries, and to recalculate inertia tensor and center of mass when they are accessed for rigid bodies with modified colliders.")]
public bool AutoSync
```

#### Field Value

[bool](https://learn.microsoft.com/dotnet/api/system.boolean)

### DefaultCollisionFilter <a href="#ks_reactor_client_unity_ksphysicssettings_defaultcollisionfilter" id="ks_reactor_client_unity_ksphysicssettings_defaultcollisionfilter"></a>

```csharp
[Tooltip("The default collision filter that will be used if a collider does not have its own collision filter assigned.")]
public ksCollisionFilterAsset DefaultCollisionFilter
```

#### Field Value

[ksCollisionFilterAsset](/reactor/api-reference/ks.reactor.client.unity/ks.reactor.client.unity.kscollisionfilterasset.md)

### DefaultEntityPhysics <a href="#ks_reactor_client_unity_ksphysicssettings_defaultentityphysics" id="ks_reactor_client_unity_ksphysicssettings_defaultentityphysics"></a>

```csharp
[Tooltip("The default physics settings for entities in the scene. These can be overriden per entity in ksEntityComponent components.")]
public ksEntityPhysicsSettings DefaultEntityPhysics
```

#### Field Value

[ksEntityPhysicsSettings](/reactor/api-reference/ks.reactor.client.unity/ks.reactor.client.unity.ksentityphysicssettings.md)

### DefaultMaterial <a href="#ks_reactor_client_unity_ksphysicssettings_defaultmaterial" id="ks_reactor_client_unity_ksphysicssettings_defaultmaterial"></a>

```csharp
[FormerlySerializedAs("m_defaultMaterial")]
[Tooltip("The default physics material that will be used if a collider does not have its own physics material assigned.")]
public PhysicMaterial DefaultMaterial
```

#### Field Value

PhysicMaterial

## Properties

### BounceThreshold <a href="#ks_reactor_client_unity_ksphysicssettings_bouncethreshold" id="ks_reactor_client_unity_ksphysicssettings_bouncethreshold"></a>

A contact with a relative velocity below this will not bounce.

```csharp
public float BounceThreshold { get; }
```

#### Property Value

[float](https://learn.microsoft.com/dotnet/api/system.single)

### EnableAdaptiveForce <a href="#ks_reactor_client_unity_ksphysicssettings_enableadaptiveforce" id="ks_reactor_client_unity_ksphysicssettings_enableadaptiveforce"></a>

Enable adaptive forces to accelerate convergence of the solver.

```csharp
public bool EnableAdaptiveForce { get; }
```

#### Property Value

[bool](https://learn.microsoft.com/dotnet/api/system.boolean)

### EnableEnhancedDeterminism <a href="#ks_reactor_client_unity_ksphysicssettings_enableenhanceddeterminism" id="ks_reactor_client_unity_ksphysicssettings_enableenhanceddeterminism"></a>

Provides improved determinism at the expense of performance.

```csharp
public bool EnableEnhancedDeterminism { get; }
```

#### Property Value

[bool](https://learn.microsoft.com/dotnet/api/system.boolean)

### Gravity <a href="#ks_reactor_client_unity_ksphysicssettings_gravity" id="ks_reactor_client_unity_ksphysicssettings_gravity"></a>

Gravity applied to all dynamic entities in the scene.

```csharp
public Vector3 Gravity { get; }
```

#### Property Value

Vector3

### PVDAddress <a href="#ks_reactor_client_unity_ksphysicssettings_pvdaddress" id="ks_reactor_client_unity_ksphysicssettings_pvdaddress"></a>

Visual debugger host address

```csharp
public string PVDAddress { get; }
```

#### Property Value

[string](https://learn.microsoft.com/dotnet/api/system.string)

### PVDPort <a href="#ks_reactor_client_unity_ksphysicssettings_pvdport" id="ks_reactor_client_unity_ksphysicssettings_pvdport"></a>

Visual debugger port

```csharp
public ushort PVDPort { get; }
```

#### Property Value

[ushort](https://learn.microsoft.com/dotnet/api/system.uint16)

### QueryHitBackFaces <a href="#ks_reactor_client_unity_ksphysicssettings_queryhitbackfaces" id="ks_reactor_client_unity_ksphysicssettings_queryhitbackfaces"></a>

Report hits with back faces of mesh triangles.

```csharp
public bool QueryHitBackFaces { get; }
```

#### Property Value

[bool](https://learn.microsoft.com/dotnet/api/system.boolean)

### SolverType <a href="#ks_reactor_client_unity_ksphysicssettings_solvertype" id="ks_reactor_client_unity_ksphysicssettings_solvertype"></a>

See PhysX documentation

```csharp
public ksPhysicsSettings.SolverTypes SolverType { get; }
```

#### Property Value

[ksPhysicsSettings](/reactor/api-reference/ks.reactor.client.unity/ks.reactor.client.unity.ksphysicssettings.md).[SolverTypes](/reactor/api-reference/ks.reactor.client.unity/ks.reactor.client.unity.ksphysicssettings/ks.reactor.client.unity.ksphysicssettings.solvertypes.md)

### UsePhysXVisualDebugger <a href="#ks_reactor_client_unity_ksphysicssettings_usephysxvisualdebugger" id="ks_reactor_client_unity_ksphysicssettings_usephysxvisualdebugger"></a>

If enabled, local physx servers will attempt to connect to a running instance of a PhysX Visual Debugger"

```csharp
public bool UsePhysXVisualDebugger { get; set; }
```

#### Property Value

[bool](https://learn.microsoft.com/dotnet/api/system.boolean)
