From 94468e61e03e617b830c5930b0b44a3ba19f4434 Mon Sep 17 00:00:00 2001
From: Eric Dow <618004+ericdow@users.noreply.github.com>
Date: Mon, 8 Sep 2025 09:15:42 -0700
Subject: [PATCH 1/4] update sleep docs to reflect improved sleep system
---
content/en-us/physics/sleep-system.md | 82 ++++++++++++++++-----------
1 file changed, 50 insertions(+), 32 deletions(-)
diff --git a/content/en-us/physics/sleep-system.md b/content/en-us/physics/sleep-system.md
index 76543eaba..7b0d775f4 100644
--- a/content/en-us/physics/sleep-system.md
+++ b/content/en-us/physics/sleep-system.md
@@ -9,36 +9,38 @@ Assemblies can be connected together with [mechanical constraints](../physics/me
## Sleep states
-Each assembly can be in one of three states: [awake](#awake), [sleep‑checking](#sleep-checking), or [sleeping](#sleeping).
+Each assembly can be in one of three states: [awake](#awake), [sleeping](#sleeping), or [sleep‑checking](#sleep-checking).
### Awake
-An **awake** assembly is moving or accelerating, and is therefore simulated. Assemblies enter this state from situations outlined in [sleep‑checking](#sleep-checking) and [sleeping](#sleeping), as well as [additional wake situations](#additional-wake-situations).
-
-### Sleep-checking
-
-A non-moving assembly that shares a constraint with at least one [awake](#awake) neighboring assembly is put into the **sleep-checking** state and is not simulated. On each worldstep, a sleep-checking assembly checks whether:
-
-- The **position deviation** of a neighboring assembly is greater than the [Neighbor Displacement](#threshold-reference) threshold.
-- The product of a neighboring assembly's **acceleration** and current timestep size is greater than the [Neighbor Angular Velocity](#threshold-reference) and/or [Neighbor Linear Velocity](#threshold-reference) threshold.
-
-If either of these conditions is true, or under any of the [additional wake situations](#additional-wake-situations), the sleep-checking assembly enters the [awake](#awake) state.
+An **awake** assembly is moving or accelerating, and is therefore simulated. Assemblies enter this state from situations outlined in [sleeping](#sleeping) and [sleep‑checking](#sleep-checking), as well as [additional wake situations](#additional-wake-situations).
### Sleeping
A **sleeping** assembly is neither moving nor accelerating, and is therefore not simulated.
-An assembly is determined to be non-moving by checking its **position deviation**, calculated as the maximum deviation from the average position of the point furthest from its center of mass over the most recent set of worldsteps. If this deviation is greater than the [Displacement](#threshold-reference) threshold, the assembly enters the [awake](#awake) state.
+An assembly is determined to be non-moving by checking its **linear velocity** and **rotational velocity**. If its linear velocity is less than the [Linear Velocity](#threshold-reference) threshold and its rotational velocity is less than the [Rotational Velocity](#threshold-reference) threshold, the assembly is considered to be non-moving.
-In some cases, simply checking for non-movement would cause an assembly to incorrectly enter the sleeping state. For example, if a ball is thrown straight up, its position barely changes for a number of worldsteps as it approaches its maximum height, making it a candidate to sleep and never fall back down. To handle such cases, the engine monitors whether the product of the assembly's acceleration and current timestep size exceeds the [Linear Velocity](#threshold-reference) and/or [Angular Velocity](#threshold-reference) threshold.
+In some cases, simply checking for non-movement would cause an assembly to incorrectly enter the sleeping state. For example, if a ball is thrown straight up, its velocity approaches zero as it reaches its maximum height, making it a candidate to sleep and never fall back down. To handle such cases, the engine considers an assembly to be accelerating if its **linear acceleration** or **rotational acceleration** are greater than the [Linear Acceleration](#threshold-reference) and [Rotational Acceleration](#threshold-reference) thresholds, respectively, and will prevent the assembly from falling asleep.
| Neighbor Displacement | -0.01 studs | -[sleep-checking](#sleep-checking) 〉 [awake](#awake) | +Linear Velocity | +0.33 studs/s | +[awake](#awake) 〉 [sleeping](#sleeping) |
| Neighbor Linear Velocity | -0.2 studs/s | -[sleep-checking](#sleep-checking) 〉 [awake](#awake) | +Rotational Velocity | +0.42 studs/s | +[awake](#awake) 〉 [sleeping](#sleeping) | +
| Linear Acceleration | +0.24 studs/s2 | +[awake](#awake) 〉 [sleeping](#sleeping) | |||
| Neighbor Angular Velocity | -0.2 radians/s | +Rotational Acceleration | +0.24 studs/s2 | +[awake](#awake) 〉 [sleeping](#sleeping) | +|
| Neighbor Linear Velocity | +0.48 studs/s | [sleep-checking](#sleep-checking) 〉 [awake](#awake) | |||
| Displacement | -0.001 studs | -[sleeping](#sleeping) 〉 [awake](#awake) | +Neighbor Rotational Velocity | +0.59 studs/s | +[sleep-checking](#sleep-checking) 〉 [awake](#awake) |
| Linear Velocity | -0.1 studs/s | -[sleeping](#sleeping) 〉 [awake](#awake) | +Wake Linear Acceleration | +16.9 studs/s2 | +[awake](#awake) 〉 [sleeping](#sleeping) |
| Angular Velocity | -0.1 radians/s | -[sleeping](#sleeping) 〉 [awake](#awake) | +Wake Rotational Acceleration | +16.9 studs/s2 | +[awake](#awake) 〉 [sleeping](#sleeping) |
+
## Additional wake situations
In addition to situations outlined in [sleep‑checking](#sleep-checking) and [sleeping](#sleeping), an assembly enters the [awake](#awake) state when:
From 4ee16448ac27cde5e9d9ff33ae89e4f530447ae9 Mon Sep 17 00:00:00 2001
From: Eric Dow <618004+ericdow@users.noreply.github.com>
Date: Mon, 8 Sep 2025 15:04:31 -0700
Subject: [PATCH 3/4] Revert "add gif of rotating parts"
This reverts commit 5b62676e7481f0b4fb20c7897295b7839419403e.
---
.../en-us/assets/physics/assemblies/AngularVelocityGrid.gif | 3 ---
content/en-us/physics/sleep-system.md | 2 --
2 files changed, 5 deletions(-)
delete mode 100644 content/en-us/assets/physics/assemblies/AngularVelocityGrid.gif
diff --git a/content/en-us/assets/physics/assemblies/AngularVelocityGrid.gif b/content/en-us/assets/physics/assemblies/AngularVelocityGrid.gif
deleted file mode 100644
index 94193ceb7..000000000
--- a/content/en-us/assets/physics/assemblies/AngularVelocityGrid.gif
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:a96b7bbb511dd6fe826f55eed0ffed22662a297c14de24368b622ed113eaf709
-size 16733567
diff --git a/content/en-us/physics/sleep-system.md b/content/en-us/physics/sleep-system.md
index 34e4ca28a..7b0d775f4 100644
--- a/content/en-us/physics/sleep-system.md
+++ b/content/en-us/physics/sleep-system.md
@@ -100,8 +100,6 @@ Rotational velocity and acceleration thresholds reflect the velocity and acceler
For a given angular velocity, the rotational velocity of an assembly is proportional to the assembly bounding sphere radius. This means that larger assemblies can rotate at a lower angular velocity without falling asleep.
-
-
## Additional wake situations
In addition to situations outlined in [sleep‑checking](#sleep-checking) and [sleeping](#sleeping), an assembly enters the [awake](#awake) state when:
From d20085b8903fafd1a7a646293632354dddec1914 Mon Sep 17 00:00:00 2001
From: IgnisRBX <43388550+IgnisRBX@users.noreply.github.com>
Date: Mon, 8 Sep 2025 15:16:14 -0700
Subject: [PATCH 4/4] Apply suggestions from code review
---
content/en-us/physics/sleep-system.md | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/content/en-us/physics/sleep-system.md b/content/en-us/physics/sleep-system.md
index 7b0d775f4..046d8380d 100644
--- a/content/en-us/physics/sleep-system.md
+++ b/content/en-us/physics/sleep-system.md
@@ -63,12 +63,12 @@ The following table provides the various velocity and acceleration thresholds us