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Component · physics2d

PhysicsPose2d

World-space 2D pose, written back by the solver at every completed boundary.

Fields

position

vec2
Body origin or character capsule centre, in world space.
default [0,0]mreplicated · relevant, linear, rollback

rotation

f32
Counter-clockwise rotation about +Z.
default 0radreplicated · relevant, linear, 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=PhysicsPose2d --why "Add PhysicsPose2d"

Set a field

ara do property.set -p entity=name:Crate -p path=PhysicsPose2d.position -p value=[0,0] --why "Tune PhysicsPose2d"

In a scene document

{
  "PhysicsPose2d": {
    "position": [
      0,
      0
    ]
  }
}

From C#

/// <summary>Reset a platform body above the floor.</summary>
public static void UsePhysicsPose2d(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<PhysicsPose2d>(entity);
    component.Position = new Vector2(0, 2);
}

From C#

Scripts read and write it with Get<PhysicsPose2d>(); see the PhysicsPose2d struct.

Used by