void OnTriggerStay(Collider _collider) { if (!Application.isPlaying) { m_advanceSimulation = false; } if (m_advanceSimulation) { m_advanceSimulation = false; TxNative.DebugClear(); OnBeforeStep(); m_simulationTime = Time.realtimeSinceStartup; TxNative.WorldAdvance(m_worldID); m_simulationTime = Time.realtimeSinceStartup - m_simulationTime; OnAfterStep(); } }