Properties
$configUpdate
: Observable<Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias } | undefined>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; sleepTimeThreshold?: number; wakeThreshold?: number } | undefined>; colliders?: Required<{ compositeStrategy?: separate | together } | undefined>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number } | undefined>; dynamicTree?: Required; enabled?: boolean; gravity?: Vector; integration?: Required<{ onScreenOnly?: boolean } | undefined>; realistic?: Required<{ contactSolveBias?: ContactSolveBias; positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean } | undefined>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>> = ...
Spatial data structure for locating potential collision pairs and ray casts