Adding physics to entities in script

So, after attempting to add physics components to entities that are being created in-script, i am unable to get an entity with a functional collisions(they do not interact with anything) or physics (applying values to the
PhysicsVelocity component influences nothing)
what am i doing wrong?
Code

        EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;

        Entity NewEntity = entityManager.CreateEntity(
            typeof(Translation),
            typeof(Unity.Physics.PhysicsCollider),
            typeof(Scale),
            typeof(Unity.Physics.PhysicsVelocity),
            typeof(Unity.Physics.PhysicsMass),
            typeof(Unity.Physics.PhysicsDamping)
        );
        entityManager.SetComponentData ( NewEntity, new Scale {
            Value = 0.3f
        });
        var desc = new RenderMeshDescription(
            mesh,
            material
        );

        RenderMeshUtility.AddComponents(
            NewEntity,
            entityManager,
            desc
        );

        entityManager.SetComponentData ( NewEntity, new Translation { Value = Position });
        entityManager.SetComponentData ( NewEntity, new Unity.Physics.PhysicsMass {

            Transform = new Unity.Mathematics.RigidTransform(Quaternion.identity, new Unity.Mathematics.float3(Position[0],Position[1],Position[2])),
            InverseMass = 1,
            AngularExpansionFactor = 6,
            InverseInertia = new Vector3(0.1f, 0.1f, 0.1f)
        });
        entityManager.AddSharedComponentData(NewEntity, new Unity.Physics.PhysicsWorldIndex {Value = 0});

        var collider = Unity.Physics.BoxCollider.Create(
            new Unity.Physics.BoxGeometry {BevelRadius = 0.1f, Center = Position, Orientation = Quaternion.identity, Size = new Unity.Mathematics.float3(1,1,1)}
        );

        entityManager.SetComponentData(NewEntity, new Unity.Physics.PhysicsCollider {Value = collider});

using
Unityphysics 0.51-preview.32
Entities 0.51.0-preview.32

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