Hey everyone! So I've got a scene with various dynamic objects and static objects with colliders. At runtime you can select objects with raycasts and move them using custom tools, only the static objects can be moved. I got a time control option which sets the timeScale + fixedDeltaTime to 0 to stop all dynamic objects from moving, but obviously when the time is stopped all the systems stop too. This results into being able to move the static objects once (using the tools), but their colliders remain at their old position. So trying to select them with the raycasts only works if you click at their original position. This same issue persists when I instantiate an entity with a collider, the entity is being made and visible in the entity debugger window, but the collision isnt build. Is there a way to manually update the physics world for example everytime I move an object? I've tried calling World.GetOrCreateSystem<BuildPhysicsWorld>().Update() but that didn't do the trick. Thanks in advance!