BoardFeedback
The reconstructed board post-physics phase using actual solved reports, not speculative contact candidates. Assign a World and its seven physical parts. Before each solve it runs the original wheel-line query against that World's static mesh surfaces. After every body has integra…
BoardFeedback
The reconstructed board post-physics phase using actual solved reports, not speculative contact candidates. Assign a World and its seven physical parts. Before each solve it runs the original wheel-line query against that World's static mesh surfaces. After every body has integrated it runs native report selection, ground-normal/contact classification, acceleration sampling and contact-time update. Contact-dependent wheel angular drag is then written for the next step, in the original phase order.
All history and output are in the synchronized, readable state field. Contact counts, normal and time without contact are also visible directly. Disabling this component stops its updates; while active it owns wheel angularDrag. No rider, animation bank, game-disc pack or hidden WASM actor is created.
The up vector, ground-angle limit, probe length and wiping-out mode are explicit inputs. A matching reference profile must supply matching values; 60 degrees is an authoring default, not a claim about all game modes. Dynamic-body collisions are still solved, but this native ground classifier consumes static-world reports, as in the preserved runtime.
Scoped to this part · feeds back into the world's score.