A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Thanks Edy :). I’m aware of everything you mentioned, so we’re on the same page. I believe the arrow you added to the graph shouldn’t be there...
Not assuming any specific order, even though FixedUpdate -when called- is always called before Update:...
Yep, my initial guess was that the changes to Time.deltaTime in 2020.2 were the culprit (if this is indeed a bug). Should this thread be moved to...
Hi there, Some context: I develop a physics engine for Unity, available in the Asset Store. In this engine, I rely on Unity's fixed timestep...
Glad you got it working! :)
Animations do move transforms at runtime, how would they work otherwise? o_O Just make sure you've parented the collider under your character's...
1) Yes. 2) No, this is a trail renderer, not a decal projector. Track trails are a triangle strip floating above ground. 3) Yes, you can fade them...
Friction doesn’t really affect the speed at which a sphere falls down a ramp. If you have 0 friction, the ball will slide down without rolling....
That’s the standard icon for material assets. Also, the icon does not have anything to do with material color (or any other material property) so...
For those interested, here's a blog post detailing new features in Obi 6.0: http://blog.virtualmethodstudio.com/2021/02/obi-rope-6-whatsnew/ It...
So when using autoWake, the rigidbody is always waken up upon setting its velocity. From wakeUpInternalNoKinematicTest: bool needsWakingUp =...
Hi Yant, Thanks a lot for taking a look! I'd assume you guys mostly wrap around PhysX with minimal/no additional changes to the actual physics...
Moreover, PhysX's documentation explicitly states that setting the velocity of a rigidbody won't wake it up unless the velocity is larger than...
Hi there, Talking about the built-in physics engine here (not ECS physics or Havok) in Unity 2019.3: Setting a rigidbody's linear/angular...
Not really an intended use case, tbh. The entire trail is processed every frame to smooth it out, move its points if physics is enabled, change...
Yes it can, full two-way coupling with rigidbodies is supported both for collisions and attachments.
By using a ObiLateFixedUpdater for each character instance, you're forcing each solver to wait for all other solvers to finish their simulation...
Hi, OniJobHandle is just a handle for a job, so even though it is allocated on the heap, the performance hit probably comes from the workload...
I made a simple parachute video (790 vertices). You can find perfomance metrics in the video description: [MEDIA]
Once you're simulating cloth dynamics, forces exerted on the object kinda come for free. So either you fake both the cloth and the object forces,...