fixedUpdate method
Called once per fixed physics step while the component is mounted,
enabled, and loaded. fixedDt is the fixed timestep of the
surrounding PhysicsWorld, not the frame interval.
Runs before update for the same frame and may run several times per frame when the renderer falls behind the physics rate. Most components should not override this; it exists for behavior that must advance on the physics clock (kinematic body controllers, character motion drivers).
Implementation
@override
void fixedUpdate(double fixedDt) {
if (_type != sim.BodyType.kinematic) return;
final handle = _handle;
if (handle == null) return;
// Kinematic bodies follow the node; push the pose it should reach by
// the next step so contacts see its velocity.
final transform = node.globalTransform;
_sim!.setBodyKinematicTargetPose(
handle,
transform.getTranslation(),
Quaternion.fromRotation(transform.getRotation()),
);
}