// Clone the world (except the colliders) public CollisionWorld Clone() { return(new CollisionWorld { m_Bodies = new NativeArray <RigidBody>(m_Bodies, Allocator.Persistent), Broadphase = (Broadphase)Broadphase.Clone() }); }
// Clone the world (except the colliders) public CollisionWorld Clone() { var clone = new CollisionWorld { m_Bodies = new NativeArray <RigidBody>(m_Bodies, Allocator.Persistent), Broadphase = (Broadphase)Broadphase.Clone(), EntityBodyIndexMap = new NativeHashMap <Entity, int>(m_Bodies.Length, Allocator.Persistent), }; clone.UpdateBodyIndexMap(); return(clone); }