Component · physics
PhysicsPose
Resolved world-space pose in meters. Hierarchy/scale resolution runs before physics.
Fields
position
vec3Body origin or character feet, in world space.
default [0,0,0]mreplicated · relevant, linear, rollback
rotation
quatUnit quaternion in XYZW order; use baked rotations for cross-platform replay.
default [0,0,0,1]replicated · relevant, slerp, rollback
Usage
Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.
Add it
ara do component.add -p entity=name:Crate -p component=PhysicsPose --why "Add PhysicsPose"Set a field
ara do property.set -p entity=name:Crate -p path=PhysicsPose.position -p value=[0,0,0] --why "Tune PhysicsPose"In a scene document
{
"PhysicsPose": {
"position": [
0,
0,
0
]
}
}From C#
/// <summary>Reset a body pose above the floor.</summary>
public static void UsePhysicsPose(Entity entity, in Tick tick)
{
ref var component = ref World.Get<PhysicsPose>(entity);
component.Position = new Vector3(0, 2, 0);
}From C#
Scripts read and write it with Get<PhysicsPose>(); see the PhysicsPose struct.