10 private const int COLLISION_LAYERS = 32;
12 private const int COLLISION_TOGGLES = 516;
86 if (layerB < layerA) {
92 int matrixIndex = ((COLLISION_LAYERS + COLLISION_LAYERS - layerA + 1) * layerA) / 2 + layerB;
94 if (physics2DEnabled) {
95 return physics2DIgnoreMatrix[matrixIndex];
96 }
else if (physics3DEnabled) {
97 return physics3DIgnoreMatrix[matrixIndex];
int rollbackWindow
Rollback window size.
TSVector2 gravity2D
Represents the simulated gravity.
bool GetIgnoreLayerCollision(int layerA, int layerB)
Returns true if the collision between layerA and layerB should be ignored.
bool[] physics3DIgnoreMatrix
Holds which layers should be ingnored in 3D collisions.
bool speculativeContacts2D
If true enables a deeper collision detection system.
bool physics3DEnabled
Indicates if the 3D physics engine should be enabled.
TSVector gravity3D
Represents the simulated gravity.
Represents a set of configurations for TrueSync.
int panicWindow
Maximum number of ticks to wait until all other players inputs arrive.
bool speculativeContacts3D
If true enables a deeper collision detection system.
bool showStats
When true shows a debug interface with a few information.
FP lockedTimeStep
Time between each TrueSync's frame.
bool[] physics2DIgnoreMatrix
Holds which layers should be ingnored in 2D collisions.
bool physics2DEnabled
Indicates if the 2D physics engine should be enabled.
int syncWindow
Synchronization window size.