public void UnregisterRigidBodyForHasMatrixInCurrentWorld(RigidBody rigidBody, IHasTransform hasTransform) { _shadowWorld?.UnregisterRigidBodyForHasMatrix(rigidBody, hasTransform); }
public void UnregisterRigidBodyForHasMatrixInCurrentWorld(RigidBody rigidBody, IHasTransform hasTransform) { _shadowWorld?.UnregisterRigidBodyForHasMatrix(rigidBody, hasTransform); }