Table of Contents

Class GameExtensions

Namespace
Stride.CommunityToolkit.Bullet
Assembly
Stride.CommunityToolkit.Bullet.dll

Extension methods on Game for a scene with Bullet physics. The scene itself is set up through UseBullet<T>(T) on a SceneSetup; the core's CreatePrimitive, Add3DGround and Add2DGround then attach Bullet bodies and colliders. What is here exists only in Bullet.

public static class GameExtensions
Inheritance
GameExtensions

Methods

AddInfinite3DGround(IGame, Vector2?, Bullet3DPhysicsOptions?)

Adds an infinite ground to the root scene: a visible plane of the given size with Bullet's infinite static plane as its collider, so nothing can fall off the edge.

public static Entity AddInfinite3DGround(this IGame game, Vector2? size = null, Bullet3DPhysicsOptions? options = null)

Parameters

game IGame

The game whose root scene gets the ground.

size Vector2?

The width (X) and length (Z) of the visible plane. Defaults to Default3DGroundSize; the collider is infinite either way.

options Bullet3DPhysicsOptions

Optional physics options. If null, defaults will be used.

Returns

Entity

The ground entity, already in the root scene.

Remarks

The ground gets a StaticColliderComponent unless options sets PhysicsComponent. If EntityName is not provided, DefaultGroundName is used. The physics is attached here whatever the scene setup chose, since the plane collider is Bullet's own.

ShowColliders(IGame)

Enables the visualization of collider shapes in the game scene for debugging physics-related issues.

public static IGame ShowColliders(this IGame game)

Parameters

game IGame

The current game instance.

Returns

IGame

The game, so a chain of setup calls continues.

Remarks

This method activates the rendering of collider shapes within the physics simulation, helping to visually inspect and debug the positioning and behavior of colliders at runtime.