bodyCount - sleepingCount — the bodies actually being integrated.
Live bodies.
Live colliders (§24).
Live contact points summed across narrow-phase manifolds (§84). NaN when
DebugBodyAccess.countContacts is absent on the adapter.
Highest monotonic body id visited, or -1 when there are no bodies (never
a legal id). Since ids are monotonic and never reused, comparing this with
bodyCount shows how many bodies have been destroyed over the session.
Live bodies the solver reports asleep (§32).
§113 "solver statistics", as far as the body seam honestly reaches.
Every field is counted from
forEachBody/forEachCollider/isBodySleeping. Step timings, constraint counts, and iteration counts are not here:PhysicsSolverAdapterreports none of them, and timing a step would need a clock, which §33 forbids in the simulation path.