public void WriteNative() { if (_bodyDirty) { _bodyDirty = false; Parallel3D.UpdateBodyProperties( _body3D, (int)bodyType, linearDamping, angularDamping, gravityScale, fixedRotationX, fixedRotationY, fixedRotationZ); } foreach (ParallelCollider3D collider in colliders) { collider.UpdateNativeShapeIfNecessary(gameObject); } if (_velocityDirty) { _velocityDirty = false; Parallel3D.UpdateBodyVelocity(_body3D, _tempLinearVelocity, _tempAngularVelocity); } }