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asset⌬ componentcomponentprimary: init.luau·part ofpackage skate_physics.package·originates fromworld 3d0fe004-d…

World

Authority-gated fixed-step driver; reads and publishes ordinary Zero entities.

by◐Deata·posted 13d ago
What it does

World.component

Authority-gated fixed-step driver; reads and publishes ordinary Zero entities.

Bodies, joints and drives sort by their editable solverOrder, then entity ID. Existing default-zero orders retain the prior behavior. Presets can preserve native registration order across clones instead of depending on generated IDs.

Fixed-step publication

maxSubsteps (1..16, default8) bounds fixed steps per publication. Entered NativeGround body_commands updates can batch because each step derives fresh native observations from the preceding state. Entry, exit, observe and externally supplied Ground observations stay single-step. Animation/other external targets are sampled before the request and held through its batch; choose1 when a caller requires new external targets each step.

New live body command values apply to the next request and do not invalidate already solved motion. Changes to body state, geometry, configuration, topology or authority still reject stale work. receivedSeconds/simulatedSeconds reset with restoreState; droppedSeconds and rejectedResults remain cumulative. lastStepCount names the last publication's step count. onStep fires once per publication, and readContacts returns the final substep's contacts.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Authority and synchronization belong to Zero. The WASM step is stateless.

vector(v: ?) → void

argtypedescription
v?

recordPresentation(bodies: ?, t: ?, reset: ?) → void

argtypedescription
bodies?
t?
reset?

advancePresentation(dt: ?) → void

argtypedescription
dt?

readPresentationPose(bodyId: string) → any return presented

argtypedescription
bodyIdstring

collect(requireOwnership: ?) → void

argtypedescription
requireOwnership?

same(a: ?, b: ?) → void

Requests are plain acyclic values. Compare fields, not JSON key order.

argtypedescription
a?
b?

comparableSubmission(request: ?) → void

Commands sampled for a valid step may be superseded while its worker runs. They belong to the next step; they do not invalidate already solved motion. All state/configuration/topology/ownership checks remain strict.

argtypedescription
request?

update(dt: ?) → void

argtypedescription
dt?

restoreState(snapshot: any) → any

argtypedescription
snapshotany

readState( ) → any local _,state

readContacts( ) → any return contacts end

onDestroy( ) → void

⌬ Metadata
descriptionAuthority-gated fixed-step driver; reads and publishes ordinary Zero entities.

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# Skate 3 physics engine for Zero `skate_physics` integrates a reconstructed Skate 3 physics engine into Zero. Use this package for Skate 3-style skateboard and rider physics, or use its custom rigid-body solver components independently. It exposes a reconstructed Skate 3-derived Rust solver through editable entities, components and assets: physical bodies, collision volumes, joints, constraints, motors, forces and simulation state. It is a reusable simulation system, not just a skateboarding controller or a park scene. ## Why use it? Build and tune connected physical assemblies without first writing the integration between a custom solver and Zero. Inspect velocities and forces, change mass and inertia, configure joint limits, and drive mechanisms with spring/damper or hard motors. Motors apply impulses through the solver rather than teleporting bodies. The general body/joint/drive layer does not require a rider or animation clips. The package connects physics authoring, fixed-step simulation and entity presentation. Use it to experiment with constrained bodies, motor-driven mechanisms and vehicle assemblies; the skateboard and rider are included applications of the system, not its definition. ## What it provides - `World`: authority-gated fixed-step simulation and publication of solved entity state. - `Body` and `CollisionVolume`: editable mass, inertia, forces, velocities, primitive/compound collision geometry and bounded static-mesh collision. - `Joint` and `Drive`: body references, local frames, linear/angular limits and independently configurable motors. - `API`: in-engine authoring helpers and an explicit-state solver interface. - Input and actuator components for device-driven or scripted physical assemblies. - An integrated skateboard/rider system with control maps, rig mapping, visual bindings and animation-slot overrides. - Example scenes, a modular park, an authored skateboard, and the `GettingStarted` guide. ## Where to start Read **GettingStarted** for the distinction between the general physics components and the specialized rider integration. The low-level **Demo** workbench illustrates bodies, joints and a vehicle assembly. **SampleScenes** exposes rider, vehicle-only, self-propelled, scripted-control and physics-tuning examples. The world's default **RiderFidelity** scene demonstrates the coupled rider/board system with Zero's avatar and the authored park. ## Integration boundaries Static mesh collision has documented size limits; see `Body`. The specialized native rider/board integration requires a fixed body layout; that restriction is distinct from authoring assemblies with the general body/joint/drive API. The rider demo retains converted reference animations for testing, replaceable through normal Zero assets and animation bindings. These are not required by the general motor component. The default showcase uses the authored skateboard and Zero avatar; unused reference character and board models are excluded from publication. See the component documentation for supported shapes, units and solver-specific conventions.
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# Native ground execution boundary Calls the reconstructed complete `Ground::UpdateSkateboard` on existing Zero Body entities. It consumes explicit native records supplied by the controller/animation observation producer; it is not a standalone input controller. The live producer connection is still under development. Bind a World, active BoardFeedback and the two truck Drive entities. Supply the resolved numeric profile, native history after entry, current GroundBoardInput/physical observations and truck base frames. Set `entered` only after the native entry lifecycle has completed; update is refused before that. Enable only after all records are prepared. `inputTick` must match the World tick. Ground uses one substep per observation; stale records are refused. Full ground and standalone BoardSteering cannot own the same feedback binding. `forcesBefore` preserves any already-queued native point forces before this update appends its records. Every force uses the existing queue and native point-force consumer. Returned history, drive frames, material and linear drag publish on Zero components. No hidden body or second solver is created. Missing required wall-jump trajectory launch/update currently rejects the entire transaction; that provider remains required before this branch is usable. Never treat ordinary-ground success as proof of trajectory support. Reset restores the explicit controller history and drive frames with the body snapshot. The producer must prepare observations for the reset tick before resuming. ## Live body observation stage `inputSource` optionally supplies the shared native input-builder record instead of a complete `input` record. Each transaction derives current board motion, mass, wheel normal, contact flags and wheel count from its actual bodies and BoardFeedback. The original native mapping is retained: processed416 is ground-linear velocity; processed720 is angular velocity. `producedInput` exposes the generated record locally for inspection without entering the solver's retained state. Other observations still require real providers: animation/control attributes, reckoning/pose observations, lifecycle times, pumping and geometry/state-machine results. They must be prepared for `inputTick`; a diagnostic snapshot is not a continuous controller. The live clock/pose/control producer remains unfinished. ## Native input clocks An `inputSource.lifecycle` record supplies `captured_category`, `signed_ground_step`, and the one-tick `teleported` signal. The native input-clock owner then maintains ground duration, signed ground time, inactivity, teleport frames, spin history and crouch difference in `state.input_clocks`. It advances only in a submitted physics transaction and is restored with the normal World state snapshot. Without this optional record, externally supplied timing remains authoritative. The category/signed-step signals and per-frame flags must come from their real state/input owners. This does not perform physical Ground entry/exit, update its separate elapsed-state timer, provide pose/geometry observations, or make a continuous controller out of a captured context. ## Exit and observation Set `operation=exit` with current observations, an entered controller, `inputSource` (the pumping owner), and `standardWheelMaterial` containing explicit static/dynamic friction and restitution. The native exit resets steering history/pumping, clears all seven linear drags, restores wheel material and runs the original animated-velocity clamp when that branch is active. The result clears `entered` and changes `operation` to `observe`. Observe continues current input observation/history without applying Ground forces or writing wheel materials/drive targets. A separate BoardSteering may own those drives. Exit is required before observing an entered Ground controller. Update after exit is refused until real entry completes. Physical entry and continuous state selection remain under development. World.restoreState restores the saved drive frames and pumping state; current configuration and unrelated input-source fields remain owned by their producers. ## Explicit physical entry Set `operation=enter`, bind the existing `hookDrive`, and supply `entrySettings`: explicit `rider_mode`, previous category/state, deck angular drag, powerslide-exit scale, landing strength/offset, and the standard wheels/trucks/deck materials. Entry uses the real source/pumping state and current bodies. `rider_mode=none` means no simulated rider; no hidden body is created. `bound` currently refuses entry until the real Zero rider owners are connected. The shared native executor initializes physical rates/controllers, disables the actual hook drive, resets pumping/wipeout state and handles the manual/re-entry/landing-force branches. Standard collider enables and materials reach the current solve and the actual Body/CollisionVolume components. The native assembly class is retained separately from Zero's self-collision group. RestoreState restores collider flags and hook parameters and checks their topology first. This is body-only entry support, not completed rider-bound entry or a continuous gameplay controller. Fresh entry may use state `{}`; the kernel creates native initial history and then executes entry. Full update/exit still requires entered state. `inputSource.body_update` opts into the original Ground begin/pumping/prediction/finish sequence for an explicitly riderless rig with `pose.observation.mode="body_com"`. Pumping settings and selected mode remain authored inputs; history is retained in `state.body_update`. Bound-rider target owners and the normal command/geometry producer are not yet connected. This option alone is not a finished playable controller. `inputSource.kind="body_commands"` enables a fresh riderless producer. Supply native `settings`, `pose` (body_com) and `body_update` tuning. Current commands are the component's editable fields; callers need no captured input/physical record. For first entry, use state/input/physical `{}` and explicit entry settings. W/S/A/D mapping is available through InspectionSession.ground. This path is verified for live push/coast/brake/steer/reset, but sustained rest still fails validation and saved-default/installation acceptance is pending. The riderless `body_commands` source can now include `flight` settings for native Ground/Air selection, jump calculation, Air reckoning and the angular hook drive. Increment `jumpSequence` once per jump; `jumpStrength` selects the configured height response. Full rider/trajectory/trick integration remains unfinished.
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# 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.
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# Actuator Connect world and body, then set force/torque at full command. command is a synchronized scalar from -1 to1; input, AI or other Zero components can write it. For a vehicle, one actuator can apply forward thrust and another yaw torque. Choose body space to follow the chassis orientation, or world space for fixed directions. Set command0 to release or active=false to disable. Multiple actuators sum in deterministic entity-id order without overwriting Body.force/torque. Commands are sampled at each World request boundary (up to four fixed steps). They feed the existing Skate solver and do not move transforms directly or add a rider. Input-device bindings stay in normal Zero input components; this asset does not assume keyboard keys, a game genre or a multiplayer transport.
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# PoseTarget Map an exact joint name on any supported Zero skinned rig to an explicit static physics target. Set source to the animated skinned entity, bone to the joint name, target to a static Body entity and world to its World. Connect a Drive between your dynamic limb and that target. Drive anchors/frames provide bone-to-body offsets. Choose collision groups to suppress target/limb collisions as appropriate. World samples mappings before submitting a new solve. Zero's own AnimGraph, retargeting and user clips produce the source pose; this component selects no clip and assumes no Skate skeleton. Remove mappings and rider bodies for vehicle-only use. The target is an ordinary owned, synchronized entity. Missing bones are explicit errors rather than silently substituting a stock rig. Mirrored transforms are rejected. Render-to-physics scale comes from the source joint world transform; collider dimensions remain independently authorable. This provides animation-to-physics targets. A complete bidirectional ragdoll visual binding and packaged original character remain separate unfinished work.
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# SkatePhysicsKernel.plugin Stateless WASM adapter over the existing Skate Rust contact/joint/integration functions. The low-level `step` request accepts a compound shape: ```json {"type":"compound","children":[{"shape":{"type":"sphere","radius":0.2},"position":[1,0,0],"collision_enabled":true}],"authored_mass_frame":false} ``` Children retain their declared order and may be sphere, capsule, box or triangle. Each has a position and optional column-major rigid `basis` (identity by default). Triangle children provide `vertices`, `fatness`, `edge_cosines` and `volume_flags`; bake any child transform into triangle vertices. Non-rigid or mirrored bases, degenerate triangles and unsupported dimensions are rejected. Limits are64 children per compound and512 total collision volumes per request. Mass includes collision-disabled children. The engine computes the native center of mass and principal axes internally. Body position/rotation and constraint anchors stay in the authored body frame; linear velocity describes the center of mass and angular velocity uses world axes. `authored_mass_frame=true` is an explicit source-owned override (the stock deck constructor uses it), not the normal choice for a user-defined asymmetric body. It keeps aggregate inertia while retaining the authored mass frame. Child contacts use the existing primitive/triangle routines. Mesh contacts retain world-face order followed by child order. Friction/restitution come from the owning Body. No implicit rider is created. Compound input is available through kernel/API.solve and Body.shape="compound" with editable CollisionVolume child entities. The complete board preset and remaining package acceptance gates are still under integration. ## Trajectory delta `await(API.trajectoryDelta(request))` calls the reconstructed animation kernel. The request contains `previous` and `current` poses with `translation` (xyz), `rotation` (xyzw), `scale` (xyz), and `weight`. Pose defaults are zero translation, identity rotation, unit scale and weight1. Supply optional `loop_transform` with explicit rotation and translation when a wrap requires the authored transform. The result has the same pose fields. It retains current scale/weight and computes translation in the previous pose's rotation frame. Quaternion lanes follow the native operation without additional normalization. Nonfinite inputs/results fail. The loop transform is applied once when supplied. It is not raised to a loop count; callers retain the playback clock and wrap policy as normal Zero state. This operation returns data and never changes an entity, input or ownership. `step_batch({steps,state})` performs1..16 native fixed steps and returns the final state. Multiple Ground steps require entered live body_commands updates; lifecycle transitions and external observation records are rejected for multi-step batches. No host-visible state is published from a failed batch.
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# Body.component Editable collider, mass, forces and complete velocity state on an ordinary Zero entity. For static mesh collision, select shape=mesh, enable isStatic and assign a normal Zero mesh asset to mesh. meshScale sets the positive local collision scale; entity position/rotation place it in the world. Primitive sizes remain explicit. Changes to stored mesh geometry refresh collision automatically. No CPU-resident render copy or host files are required. Use the same mesh and corresponding scale for the visual Model when matching rendered and collision geometry. Meshes currently support up to8192 vertices/4096 triangles, static only; triangle winding determines the front face. Large-terrain acceleration remains unfinished. `collisionEnabled` defaults to true. Disable it for an explicit animation/motor target or other noncolliding body. Mass, integration, joints and drives continue to work; only contact generation is disabled. This differs from collisionGroup, which suppresses pairs sharing the same nonzero group. The WASM state field is `collision_enabled`; omitted means true for existing saved states. For `shape="box"`, `halfExtents` describes the unrounded core and `rounding` adds the radius outside that core. An axis's total outer size is `2 * (halfExtents[axis] + rounding)`. The rounding radius may exceed the core's half-height (as it does for the stock deck). Core extents must be nonnegative, and every outer extent must be positive. These are the reconstructed engine's rounded-box conventions; rounding does not subtract from the entered core. For `shape="compound"`, add CollisionVolume components to direct child entities. Their local transforms and shape fields supply the ordered collision volumes; use unique integer orders. The Body's mass is the total compound mass. Changing child transforms or dimensions updates the submitted shape, and collision-disabled children retain their contribution to mass. Positive uniform body/child scales are supported. Position/rotation remain in the authored body frame while linear velocity describes its center of mass. Leave `authoredMassFrame=false` for normal compounds; true is an explicit source-specific override used by the stock deck. `maximumLinearVelocity` and `maximumAngularVelocity` pass the native speed caps through to integration. Defaults remain1000000 for existing bodies; stock board construction carries its native unbounded/ wheel-specific values. Caps must be finite and nonnegative. `solverOrder` controls registration order within the World; entity ID breaks ties. Give assembly parts distinct orders when matching a source construction sequence. The same ordering field exists on Joint and Drive. Enable `customMassProperties` to supply `inverseMass`, principal `inverseInertia`, and `rotationalEnergyCoefficient` explicitly. These replace inferred mass/inertia while retaining the selected collision geometry. All must be finite and positive; `isStatic` still suppresses inverse mass and inertia in the solver. With the switch off, existing geometry-derived behaviour remains unchanged. `massFramePosition` and `massFrameX/Y/Z/W` describe the authored body frame in center-of-mass coordinates, using a unit quaternion. Entity transforms, collision geometry and Joint/Drive anchors remain in authored coordinates; linear velocity is the center-of-mass velocity. The kernel converts input/output poses and constraint frames consistently. This supports the reconstructed skeleton's independently adjusted inertia rather than forcing it into primitive estimates. The JSON field is `mass_properties: {inverse_mass, inverse_inertia, spherical, frame_position, frame_rotation}`; omission preserves old behaviour. This is a body capability, not a completed native character preset or animation controller. Native ground probes now include static boxes with positive half-extents. Rounding uses the original query fatness path. Solid box contacts remain native primitive-pair contacts, so a box does not need a TerrainQuery component; that component is for static triangle meshes. The visible Model and collision definition are independent. This does not add probe support for degenerate rounded boxes, static spheres or capsules.
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# Joint.component Typed body references, local frames and angular/linear constraint limits. `separateLinearFrame` enables an independent parent orientation for the three linear constraint axes: `linearFrameBX/BY/BZ/BW` is a unit quaternion in body B's authored frame. The angular axes still use `frameBX/BY/BZ/BW`. When disabled, linear axes follow the angular frame, preserving existing joints. JSON callers use optional `linear_rotation_b`; omission uses `rotation_b`. Both frames are converted through the body's mass frame before solving. The reconstructed character requires this distinction for all22 skeleton joints. The private121frame reference comparison checks every consumed frame word and the full96word constraint workspace for all2662joint states. Two unused anchor padding lanes are excluded from frame-byte comparison (native signed zero there does not enter the decoder); constraint workspaces still match bit-for-bit. This verifies joint-frame representation, not complete character simulation. ## Angular modes and independent speed limits `free` permits all angular directions selected by the joint. Native swing mode 3 is exposed as `hinge`, not `free`: it retains a constrained perpendicular axis. `limited_hinge` preserves native swing mode 2. Stock board wheel joints explicitly use `hinge` and retain their original speed allowances. Angular velocity allowances are independent relative-speed limits in radians per second. Zero is a zero-speed limit, not an unlimited value. New generic joints default to 1,000,000 rad/s so an open angular limit does not accidentally act as a brake. Explicitly authored values (including zero) remain authoritative. Migration: stock-board definitions using the former `free` spelling for native mode 3 must use `hinge`. Rebuild the provided scene after changing the kernel and component together. Old generic joints with explicit zero velocity allowances must be reviewed; do not overwrite intentional speed limits automatically. ## Native rider slots A Joint beneath NativeRiderDriver.constraintsRoot may reference two rider NativeActorPart entities from the same physicsRoot. Set world to that physicsRoot and nativeRiderSlot to 0..21. readRiderJointDefinitions() on a ready driver returns the current slot, endpoints, anchors and frames for authoring. Body A is the native child and body B its parent. Preserve the separate linear frame when copying definitions. Each slot may have one override; other slots remain native. nativeRiderAngular defaults to native: mode-dependent normal/ragdoll angular settings still come from the native owner. Select authored to use this Joint's angular fields instead. nativeRiderEnabled=false suppresses that slot's rows. Deleting the override restores the native slot. These edits survive R recovery. Animation drives remain active and can resist contradictory anchor edits. Mixed board/rider endpoints are explicitly unsupported by this adapter. A copied default slot passed the full 520-frame Zero replay unchanged. A 20 mm anchor edit produced approximately 19.1 mm in the ragdoll test; native mode limits, authored angular values, disabling, reset and restoration were checked.
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# TerrainQuery An editable terrain query batch using the reconstructed engine's original triangle traversal, manifold correction and contact-retention path. Assign World and a static mesh Body as surface. Set memberGroup and give moving Body components that terrainGroup value. Group zero on a Body is unassigned. Multiple queries may address different surfaces, but duplicate body/surface pairs are rejected. Queries run in solverOrder, then entity-ID order; members retain Body.solverOrder. Ordinary pair traversal skips pairs covered by a query. Padding, separation distance, edge-normal threshold, convexity tolerance and retention settings are explicit Inspector fields. They do not move bodies or replace physics with recorded poses. Collision-enabled and suppression-group rules remain effective. Without a TerrainQuery the prior contact path is used.
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# Drive An editable Skate solver motor between Body A and Body B in the selected World. Local anchors and frame quaternions describe frames the motor tries to align. Animate either frame to drive a limb, suspension or steering assembly. The motor applies impulses through the same solver as contacts and joints; it never teleports the bodies. Linear and angular drives have independent disabled, soft and hard modes. Soft mode uses spring and damping. Hard mode uses maximum correction velocity. MaxStrength limits each solver axis; zero provides no motor force. Disabled ignores the saved tuning values, so toggling it preserves tuning without applying impulses. The reconstructed solver retains its original drive coefficient conventions. All fields synchronize through Zero. No rider or animation clip is required. Strength values retain the Rust engine's native coefficient convention. They are not a direct force in newtons or torque in newton-metres. The solver limits each row using `dt * dt * maxStrength * inverseEffectiveMass`; the latter is the reciprocal of the row's inverse-mass/inertia denominator. In particular, a small-inertia body needs a larger angular strength number to support an offset load. Check the complete connected assembly, not just a free body. A native regression uses a 2kg, radius-0.15m root supporting a fixed 10kg load 0.5m to its side. At 120Hz/64 iterations, angular hard strength 1000 saturates; 10000 holds the orientation. This is an explanatory test, not a universal humanoid tuning preset. Changing collider dimensions changes inertia as well as contacts; tune limits against the mass properties of the intended body.
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# Native board steering Runs the fork's steering tilt, contact-dependent truck targets and normalized truck drive frames at 60 Hz. Bind a World, active BoardFeedback, and front/back Drive entities. All references must belong to that World. The component owns those drive frames while active. State, curves, base frames, input and outputs are editable in Zero; no external content pack is read. This component implements steering only. The complete ground force/state coordinator remains an integration requirement. Do not treat steering movement as proof that skating physics or the package is complete. `turn` and `hardTurn` are normalized input; `switched`, `pushing`, `balance` and `truckTightness` are explicit controller inputs. The native entry history starts with push scalar 1. Empty `baseFrames` uses the fork's stock truck geometry; supply two `{basis,position}` records for another assembly. The drive endpoints must be the feedback's corresponding truck A and deck B. One steering component may own each feedback/drive pair. The inspection scene binds A/D, the left stick and the touch stick to `turn`. Reset restores both retained state and authored drive frames. Releasing input clears turn through the normal Zero input map.
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# ContactPair Set the physics World's `contactSelection` to `authored` to use its enabled ContactPair entities as the complete ordered list of collision candidates. Each pair holds normal Zero references to bodyA, bodyB and world. solverOrder sets order; entity ID breaks ties. Reversed pairs are distinct and may both be present, as in the native character solver. Identical directed duplicates and self-pairs are rejected. An empty authored list generates no contacts. Collision enabled flags, static/static suppression and collisionGroup still apply. This selects candidates only; native geometry and material handling determine the actual contacts. Default automatic selection remains unchanged.
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# surface.module Luau entry point: step(explicitState) returns the next explicitState.
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backing path · skate_physics.package/World.component

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