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Yeah ok a quick (already existing) PhysX test I had (purely C++) can do e.g. 16384 sphere overlap queries over 4096 box objects in ~5.6ms. Looks...
Ok then there's something seriously eating up all the CPU time somewhere. It shouldn't take "65 ms" (?!?!?) to do 1000 overlap checks over 2000...
That might be a Unity-specific thing if this remains the case all the time. For pure collision tests with no overhead from anything else, trees...
That's because you don't have a lot of objects to process. It's completely normal that brute-force wins for a low number of objects. Put 10K or...
There are better ways to do a sphere-vs-AABB test. See for example:...
I can only show once again that PhysX can do that with articulations. [MEDIA] With regular joints you could try to add extra distance...
Hmmm I might have been wrong here. I didn't know but they even have a Unity plugin! http://www.algoryx.se/products/agx-dynamics/#tab-6 So they...
Count me in as well. I'd like to add APE to PEEL (a tool used to compare physics engines, it can run the same scenes in Bullet / Havok / etc). If...
Am I missing something? You cannot have both here and you have to make a choice. We are talking about a case where the jointed pieces are pushed...
I don't know if we list all limitations in the manual (it's hard to make an exhaustive list of what you do not support, it's easier to list what...
It's not entirely arbitrary: all these things are usually done in response to customer requests. People did complain about ragdolls being dragged...
I'm afraid we can only fix it in PhysX. We are not doing the Unity wrapper, and we have no control over it. We do send patches to the Unity devs,...
I would try to increase the contact offset (PxShape::setContactOffset() in PhysX). - Pierre
Well that's embarrassing. There is a bug. Turns out that projection does not take joint limits into account. I reproduced your scene & issues...
>And in there lies the rub... games are games, not real life. And they often put things >in "impossible" situations because it is an unavoidable...
Something like this a bit ? [MEDIA]
Yes.
Hi David, FWIW on my side I'm perplexed by your reference to HeroEngine. I thought this worked quite well? I remember John's ragdolls in Rocket...
FWIW you can make hinges with the spherical joint, by using appropriate joint limits. But anyway this is irrelevant: you might very well have more...
I did not "blame" you :) This feature is certainly easy to miss (we don't have samples, we don't advertise it much, the doc is not up-to-date,...