<!--
{
  "availability" : [
    "iOS: 13.0.0 -",
    "iPadOS: 13.0.0 -",
    "macCatalyst: 13.0.0 -",
    "macOS: 10.15.0 -",
    "visionOS: 1.0.0 -"
  ],
  "documentType" : "symbol",
  "framework" : "RealityKit",
  "identifier" : "/documentation/RealityKit/HasPhysicsBody/resetPhysicsTransform(_:recursive:)",
  "metadataVersion" : "0.1.0",
  "role" : "Instance Method",
  "symbol" : {
    "kind" : "Instance Method",
    "modules" : [
      "RealityKit"
    ],
    "preciseIdentifier" : "s:17RealityFoundation14HasPhysicsBodyPAAE05resetD9Transform_9recursiveyAA0G0V_SbtF"
  },
  "title" : "resetPhysicsTransform(_:recursive:)"
}
-->

# resetPhysicsTransform(_:recursive:)

Resets the position and velocities of the simulated physics body.

```
@MainActor @preconcurrency func resetPhysicsTransform(_ transform: Transform, recursive: Bool = true)
```

## Parameters

`transform`

The new transform to inject into the dynamic physics
simulation of the entity.

`recursive`

Apply the reset to child entities.

## Discussion

Call this method to change the transform applied to a body by physics
simulation. This only matters for dynamic rigid bodies, with a
[`mode`](/documentation/RealityKit/PhysicsBodyComponent/mode) of [`PhysicsBodyMode.dynamic`](/documentation/RealityKit/PhysicsBodyMode/dynamic). This is
the only kind of body that’s affected by physics simulations. For all
others, modify the entity’s [`transform`](/documentation/RealityKit/HasTransform/transform) property
directly.

Conversely, directly modifying the transform of a dynamic body has no
effect because the physics simulation overwrites it on every frame.

---

Copyright &copy; 2026 Apple Inc. All rights reserved. | [Terms of Use](https://www.apple.com/legal/internet-services/terms/site.html) | [Privacy Policy](https://www.apple.com/privacy/privacy-policy)