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Component · physics

PhysicsPose

Resolved world-space pose in meters. Hierarchy/scale resolution runs before physics.

Fields

position

vec3
Body origin or character feet, in world space.
default [0,0,0]mreplicated · relevant, linear, rollback

rotation

quat
Unit 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.