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    Data components

    In the simulation set up section, we've seen an example how to setup and configure bodies and shapes. Under the hood, when Unity Physics starts simulating the scene the following happens:

    1. Several baking systems read the built-in (Collider and Rigidbodies) or custom ( PhysicsShapeAuthoring and PhysicsBodyAuthoring) authoring components, bake them to data components and add them to your entities.
    2. Various physics systems read from these data components to generate input to the simulation.

    This section describes each of these data components.

    Topic Description
    Rigid bodies Detailed description of the data representation of rigid bodies.
    Collider Detailed description of the data representation of colliders.
    Joints Detailed description of the data representation of joints.
    Motors Detailed description of the data representation of motors.
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