public void Load(TV_3DVECTOR startPosition) { _startPos = startPosition; // Mesh _mesh = _gameManager.TvScene.CreateMeshBuilder(); _mesh.CreateSphere(4.5f); _mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL); _mesh.SetMaterial(_gameManager.CurrentLevel.StandardMaterial); _mesh.ComputeNormalsEx(); // Physics _physicsBody = _gameManager.TvPhysics.CreateMeshBody(0.01f, _mesh, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_BOX); _gameManager.TvPhysics.SetBodyMaterialGroup(_physicsBody, 0); _gameManager.TvPhysics.SetDamping(_physicsBody, 0.00001f, new TV_3DVECTOR()); _gameManager.TvPhysics.SetBodyPosition(_physicsBody, _startPos.x, _startPos.y, _startPos.z); }