Nez.Portable/ECS/Components/Physics/Colliders/Collider.cs
/// <summary>
/// the parent Entity will call this at various times (when added to a scene, enabled, etc)
/// </summary>
the parent Entity will call this at various times (when added to a scene, enabled, etc)
the parent Entity will call this at various times ( when added to a scene enabled etc )
public virtual void registerColliderWithPhysicsSystem()
        {
            if (_isParentEntityAddedToScene && !_isColliderRegistered)
            {
                Physics.addCollider(this);
                _isColliderRegistered = true;
            }
        }
public virtual void registerColliderWithPhysicsSystem ( ) { if ( _isParentEntityAddedToScene && ! _isColliderRegistered ) { Physics . addCollider ( this ) ; _isColliderRegistered = true ; } }
the parent Entity will call this at various times (when added to a scene, enabled, etc)
the parent Entity will call this at various times ( when added to a scene enabled etc )
// entity could be null if properties such as origin are changed before we are added to an Entity