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Unfortunately, this won't happen in 21.1. The earliest it can actually happen is 21.2.
Experiments like that also highlight the Physics.UpdateBodies thing now being super expensive at larger scale, especially for what it does, which...
So a few thoughts on performance of reading data from a somewhat tricky array (actually, accessing portions of a huge contacts array from all the...
Not sure Edy, this thing is called pre-solver so it won't know about the impulses it will apply next. There's only a per-point doodle to limit the...
It's been pretty silent in here, just wanted to share one extra thing that appeared in this branch as it was getting finalized for delivery. It's...
I think @MelvMay has more visibility into 2D plans than I do.
Your suggestion about exposing a set of additional methods that expose autoWake make sense, we should take a look at that eventually. Thanks for...
A bug report on that would be really helpful, or at least a callstack to examine. I would naively think it shouldn't matter how many commands are...
I'll add this to our team docs as a possible feature request for future. Thanks.
Looks this is the behaviour of PhysX. When you call that Rigidbody.velocity accessor, it actually goes directly here:...
Taking a look right now. I can reproduce it, and seemingly nothing actually wakes the body explicitly, but it's clearly awake after the velocity...
Hey. I think that RaycastCommand.ScheduleBatch and alike require the final sizes of the buffers at the moment of the call because they create...
Thank you for your kind support, but I can't really share precise dates at this moment. All I could say in the spirit of transparency, is that...
Later this year I hope to start work on exposing the raw primitives + some "immediate mode"-ish API for it, but until then nothing stands out on...
You're right one could use the raycast batches probably, however I'm not sure waiting from inside the modification job and thus stalling the main...
Yeah, this is a pretty good consideration. Most of the Unity API is designed to be called from the main thread really, however a good portion of...
We don't feature anything like that at the moment, unfortunately.
This work is not dependent on DOTS, though you can combine it with some dots stuff indeed. NativeArray and the C# Job system API that's used here...
The main reason it is single-threaded is because that's a decade-old code block that evolved naturally over time. It used to have many...
There isn't anything concrete that I could share at this stage other than note the feedback shared on the thread was overall positive and the...