public override void Update(GameTime time) { if (!physicsSystem.PhysicsEngine.Initialized) { return; } //Simulation processing is from here physicsSystem.PhysicsEngine.Update((float)time.Elapsed.TotalSeconds); //characters need manual updating foreach (var element in characters.Where(element => element.Collider.Enabled)) { element.UpdateTransformationComponent(element.Collider.PhysicsWorldTransform); } }