// Schedule a set of jobs to build the broadphase based on the given world. public JobHandle ScheduleBuildBroadphaseJobs(ref PhysicsWorld world, float timeStep, float3 gravity, NativeArray <int> buildStaticTree, JobHandle inputDeps, int threadCountHint = 0) { return(Broadphase.ScheduleBuildJobs(ref world, timeStep, gravity, buildStaticTree, inputDeps, threadCountHint)); }
// Schedule a set of jobs to build the broadphase based on the given world. public JobHandle ScheduleBuildBroadphaseJobs(ref PhysicsWorld world, float timeStep, float3 gravity, NativeArray <int> buildStaticTree, JobHandle inputDeps, bool multiThreaded = true) { return(Broadphase.ScheduleBuildJobs(ref world, timeStep, gravity, buildStaticTree, inputDeps, multiThreaded)); }