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Hi @Griz, The Unity Physics package is deterministic on any given platform, as you have seen. Since it uses the DOTS framework, your question...
The files you attached above have the graphics geometry in them, that is what I meant. But that data is still in a Havok format and there are no...
This is not possible, because Unity doesn't know anything about the Havok file format. Also the files likely don't contain anything particularly...
These are a small payload that travels along with the materials though the simulation step pipeline, and is included in modifier and events so...
You can just add/remove the PhysicsVelocity and leave the PhysicsMass and PhysicsDamping there, they have no effect while static. How do you rate...
The collision world is updated only in BuildPhysicsSystem by default, so that you can do queries in parallel with simulation. Therefore queries...
Hi, Apologies. There is currently a bug where body queries (like body.CalculateDistance()) are actually performed in collider space when they...
I think you can just use the "PhysicsCollider.MassProperties" property?
Hello, The boxes are not rotating because you are only setting InverseMass, you are leaving InverseInertia as zero. However I also suggest a...
Have you enabled the "Raise Collision Events" flag on your colliders? This is off by default, you must opt-into it for any colliders that you are...
The key part here is "wait for balls to stop". They may look stopped but they are not necessarily fully stopped. The exact floating point values...
Your code looks correct. One thing to check is if your character capsule has a collider then your ray starting inside that will always hit that,...
Not right now, but I expect you are not setting the collision filter in the input - just set input.Filter to e.g. CollisionFilter.Default.
You can do OverlapSphere by doing a point query with a positive distance, avoiding the need to create a sphere collider. For example:...
The problem here is that rigid body is still using the original mass properties of the sphere - stored in the PhysicsMass component. There is...
Yes that is applicable to non-static bodies too, apologies.
If you give your (static) collider a collision filter such that it only collides with your query and nothing else, then it will not be reported as...
Make sure: 1) You are using the latest version of the Havok Physics package 2) You are signed into the Unity Editor
No strong reason, it just hasn't come up yet. I'll log it. Note that an API for quads (or polygons in general) is a little trickier than box or...
Not out of the box, but you could tweak the source to make PolygonCollider.SetAsQuad() public and call that. The key thing is you would need to...