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.
Separate names with a comma.
I don't quite understand this setup. The "normal" way to do that in PhysX would be a regular rigid body around the camera (with collision response...
(PhysX dev here) We removed the trigger-trigger overlaps to make the code simpler and easier to maintain, not for performance reasons. As far as I...
I guess the problem is obvious from the error message. You must use PxMeshMidPhase::eBVH33 on Android. There is a setting for this in...
I couldn't post my answer without it being seen as spam (wtf) so here are screenshots instead.
[ATTACH]
"The overlap script consistently starts out at ~80 FPS before falling down to ~55 after a few seconds, I don't quite understand why." => could it...
For the overlaps it would be interesting to see where the time is spent (inside PhysX or in the glue code around).
Here it is.
The settings in the linked page seem quite limited. There are a number of things there that really should be defined per shape, not per scene...
Exactly, you can emulate this using scene queries (e.g. overlap checks). It's very hard to tell which approch is going to be better for...
Speaking of which, could you describe one use-case for trigger-vs-trigger?
That's up to you, of course. On my side I don't see why this would be considered "low-level" (in PhysX it's actually the highest-level of...
I don't know how things work in Unity but maybe it doesn't need "changing layers". At least in theory, these things should be fairly orthogonal &...
I don't know in Unity, but in PhysX you wouldn't need "layers" to solve this. Collision response is controlled by the PxPairFlag::eSOLVE_CONTACT...