//if you have multiple scenes running concurrently and want to stop some of them
bool isRunning = false;
Scene _currScene;
PhysicsScene _physicsScene;
void start()
{
//first disable auto simualtion and control
//control when do you want the simulation to
//run by a boolean
Physics.autoSimulation = false;
isRunning = true;
//get the physics scene that you want it to be running
_currScene = SceneManager.GetActiveScene();
_physicsScene = _currScene.GetPhysicsScene();
// a boolean to stop the physcis in a scene
}
void FixedUpdate()
{
if (_currScene.IsValid() && isRunning )
{
_physicsScene.Simulate(Time.deltaTime);
}
}
void disablePhysics(){ isRunning = false;}
void enablePhysics(){ isRunning = true;}
// another way to stop the physics is by changing the time scale from 1 to 0
void disablePhysics(){ Time.timeScale = 0;}
void enablePhysics(){ Time.timeScale = 1;}
// remember that anything that moves in the scene using methods that you coded
//must be linked to Time.deltaTime so you don't end up with some objects out of sync
//check the source for more info