Does anyone know if there is a way to simply pause the physics simulation and turn it back on at a later time? Not just turn all entities to isKinematic in PhysicsMassOverride, but actually stop the system from processing the simulation?
If you set StepPhysicsWorld.Enabled to false, it will not update. However, building and exporting of the world will still happen. For that, you need to disable BuildPhysicsWorld and ExportPhysicsWorld. Also, maybe EndFramePhysicsSystem. Basically all the systems you don’t want to update while paused.
Setting timestep to 0 is another thing people do, but keep in mind that this has performance implications as most of the step will still be run, plus you could get collision/trigger events even when nothing is moving. So I’d stick with disabling systems.
Thanks, @petarmHavok . That works like a charm!
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