Unity » Physics Previews
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This section of the Unity forum is a place to get feedback on experimental Physics previews.
Unity » Physics Previews
3w ago
Context: I upgraded a project from Unity Physics 1.2.0-pre.6 to 1.2.0-pre.12 and when I did so, I got an error with the Physics Body Authoring components that were added on prefabs. I was unable to find any errors within that component, so I attempted to reimport the Custom Physics Authoring from the Sample menu to see if that would fix the issue. Unfortunately, all it did was put me into an infinite loop with the dialog stating it was in Application.UpdateScene. After killing the Editor, I...
Importing Unity Physics Sample in 1.2.0-pre.12 goes into infinite loop in Application.UpdateScene ..read more
ArticulationBody NativeArray methods (GetDrivePositions, SetDriveTargets), possible performance gain
Unity » Physics Previews
2M ago
Now that articulation bodies has batch methods exposed, which take a List<float> as inputs for efficiently getting and setting all the important properties - is there any chance we can have these methods exposed using native collections as arguments?
Apart from the convenience that it would bring for those of us who will do the custom computations in jobs, I wonder if it could bring any additional performance benefits (test results below). The test is running the same method a number of...
ArticulationBody NativeArray methods (GetDrivePositions, SetDriveTargets), possible performance g ..read more
Unity » Physics Previews
4M ago
Hello,
If I use version 2021 of Unity in which the Havok license was still free ( https://docs.unity3d.com/Packages/com.havok.physics@0.6/manual/licensing.html ), can I continue to distribute and sell applications without having to switch to a pro license?
The question is raised because, in view of recent Unity attempts to impose licenses retroactively, the latest proposal stipulates that you keep the terms and conditions of the version of Unity at the time of its release (which...
Havok Physics 0.6 is Free to use for Unity Personal and plus ..read more
Unity » Physics Previews
1y ago
Hello!
We are the team behind the PhysX integration in Unity and we'd love to hear any feedback on the physics features and changes in Unity 2022.2 (and earlier).
Thank you.
Anthony ..read more
Unity » Physics Previews
1y ago
Hey everyone!
We’ve got another exciting feature to share with you today! It’s called immediate contact generation! It allows to generate contact points between two shapes, without calling into any of the methods that run the physics scene simulation. Possible use cases would be to get a quick way of checking if objects are overlapping, or to get the contact points for your...
Immediate Contact Generation ..read more
Unity » Physics Previews
1y ago
Hi everyone,
It's my first time with dots / ecs and I have some difficulties understanding some lines in the conveyorbelt sample.
I'm talking about this script: GitHub - EntityComponentSystemSamples
The corresponding scene is "5f. Change Surface Velocity" in the "5. Modify" folder.
Currently, my main questions are:
...
[DOTS] Understanding the ConveyorBelt script in the physics samples ..read more
Unity » Physics Previews
1y ago
Hello,
not sure if this is the right forum, anyway, a while ago Unity added Physics.reuseCollisionCallbacks option which allows us to get allocation-free OnCollision/Enter/Stay/Exit events. However a similar MonoBehaviour.OnControllerColliderHit(ControllerColliderHit) callback is not covered by this or any other option and still mandatorily allocates the ControllerColliderHit argument every invocation.
Are there plans to support argument reuse for this callback as well and make it...
Reuse support for MonoBehaviour.OnControllerColliderHit(ControllerColliderHit) argument ..read more
Unity » Physics Previews
1y ago
Hello all,
I've been looking into the new Unity Physics documentation and one thing stood out to me:
Unity Physics is a deterministic rigid body dynamics system and spatial query system written from the ground up using the Unity data oriented tech stack
Click to expand...
Now I've researched cross platform/architecture physics determinism in the past and came to the conclusion, that it's not possible using floats in Unity, which is why I decided to create my own fixed point physics...
DOTS Physics and determinism ..read more
Unity » Physics Previews
1y ago
I can't find the thread, but it has been mentioned that Unity is working on job-friendly non-DOTS physics APIs (for PhysX)
I'd like to know if any details are available regarding this, such as what we can expect in terms of APIs/features, and what its usage might look like.
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I'd also like to take this opportunity to ask for some features to be made available for those APIs:
Allow multiple triangle hits per mesh collider when doing casts/sweeps (as described in...
Any details available on job-friendly Physics APIs? + Some suggestions ..read more
Unity » Physics Previews
1y ago
To Unity Staffers:
This is not an advertisement.
As paying customers, are well versed with Unity Editor 2022.x and all the packages that comes along and already published number of games in UDP and Apple Store. Our main focus is Educationalized Unity Apps and while did email the robotics groups did not get any replies, so I am here to seek help from Unity staff.
We are able to successfully do runtime and live Telemetry from the C# classes and their Update methods to Wolfram cloud and...
Where to start with the Robotics Simulation: Educational Unity Apps ..read more