/// <summary>
        /// Constructs a new character controller with the most common configuration options.
        /// </summary>
        /// <param name="position">Initial position of the character.</param>
        /// <param name="radius">Radius of the character body.</param>
        /// <param name="mass">Mass of the character body.</param>
        public SphereCharacterController(Vector3 position, float radius, float mass)
        {
            Body = new Sphere(position, radius, mass);
            Body.IgnoreShapeChanges = true; //Wouldn't want inertia tensor recomputations to occur if the shape changes.
            //Making the character a continuous object prevents it from flying through walls which would be pretty jarring from a player's perspective.
            Body.PositionUpdateMode = PositionUpdateMode.Continuous;
            Body.LocalInertiaTensorInverse = new Matrix3X3();
            //TODO: In v0.16.2, compound bodies would override the material properties that get set in the CreatingPair event handler.
            //In a future version where this is changed, change this to conceptually minimally required CreatingPair.
            Body.CollisionInformation.Events.DetectingInitialCollision += RemoveFriction;
            Body.LinearDamping = 0;
            SupportFinder = new SupportFinder(this);
            HorizontalMotionConstraint = new HorizontalMotionConstraint(this);
            VerticalMotionConstraint = new VerticalMotionConstraint(this);
            QueryManager = new QueryManager(this);

            //Enable multithreading for the sphere characters.
            //See the bottom of the Update method for more information about using multithreading with this character.
            IsUpdatedSequentially = false;

            //Link the character body to the character controller so that it can be identified by the locker.
            //Any object which replaces this must implement the ICharacterTag for locking to work properly.
            Body.CollisionInformation.Tag = new CharacterSynchronizer(Body);
        }
        /// <summary>
        /// Constructs a new character controller with the default configuration.
        /// </summary>
        public SphereCharacterController(Vector3 position, float radius, float mass = 10)
        {
            Body = new Sphere(position, radius, mass);
            //Making the character a continuous object prevents it from flying through walls which would be pretty jarring from a player's perspective.
            Body.PositionUpdateMode = PositionUpdateMode.Continuous;
            Body.LocalInertiaTensorInverse = new Matrix3X3();
            //TODO: In v0.16.2, compound bodies would override the material properties that get set in the CreatingPair event handler.
            //In a future version where this is changed, change this to conceptually minimally required CreatingPair.
            Body.CollisionInformation.Events.DetectingInitialCollision += RemoveFriction;
            Body.LinearDamping = 0;
            SupportFinder = new SupportFinder(this);
            HorizontalMotionConstraint = new HorizontalMotionConstraint(this);
            VerticalMotionConstraint = new VerticalMotionConstraint(this);
            QueryManager = new QueryManager(this);

            //Enable multithreading for the sphere characters.  
            //See the bottom of the Update method for more information about using multithreading with this character.
            IsUpdatedSequentially = false;

        }