stride3d / stride3d/stride

[Physics] Simulation / Fixed Update tick

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area-Physics enhancement
Dominant language
C#
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Avg merge
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Merged PRs (30d)
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Description

Is your feature request related to a problem? Please describe.
Logic related to physics in many case has to run during physics tick to properly affect and synchronize with the physics engine, right now the engine does not provide a way to do so.

Describe the solution you'd like
Here's a bare-bone way to provide this feature for users: https://github.com/Eideren/xenko/commit/e80b188cf6a73c441002cb89a8f020e1a2901e76
This can't be integrated as is though, we need to provide users with an easy way to interact with it, like SyncScript does for Update.

Describe alternatives you've considered
Running that sort of logic during Update can work in most cases but not when you need predictable/deterministic results.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing the referenced Xenko commit and the existing SyncScript Update behavior to understand how a physics-tick hook could be exposed. The work is done when users have a documented, easy-to-use way to run logic during the physics tick with predictable synchronization.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
30/100

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