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    Interface PhysicsSystemOptions

    Options for PhysicsSystem.

    interface PhysicsSystemOptions {
        dispatchEvents?: boolean;
        priority?: number;
        worlds?: Iterable<PhysicsWorld, any, any>;
    }
    Index
    dispatchEvents?: boolean

    Whether this system also dispatches its worlds' queued events (§39 step 9).

    Defaults to true, which is the behaviour every application and every §33 golden has had since P5-2: solve, then dispatch, both at step 6's priority.

    Pass false to move dispatch to its own §39 priority with PhysicsEventSystem (PH-21) — see that class for what the split changes. A system constructed with false whose dispatch nobody claims never delivers anything, and each world's queue grows without bound — so the first such fixed step warns once (see PhysicsSystem.claimEventDispatch). That is why true remains the default.

    priority?: number

    Execution order key (§39). Defaults to PRIORITY_PHYSICS_SOLVE (600) — step 6, "physics solve". Read once, at registration, like every other system's priority.

    worlds?: Iterable<PhysicsWorld, any, any>

    Worlds to track immediately, in order. Equivalent to calling PhysicsSystem.track for each, which is what the constructor does.