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ColliderCastHit.ColliderKey gives you the information of the hit collider (provide it to Collider.GetLeaf). However, it won't give you a proper...
Does ProcessEntity do something like adding/editing/removing component data?
Yeah it's gonna be a manual thing. You need to look at physics shape conversion in DOTS, but also the BuildPhysicsWorld system. After you've done...
Unity Physics that we speak of here is a 3D physics engine. You can emulate 2D behavior by freezing one axis via joints, but it's not a real 2D...
You need to declare CollisionWorld as [ReadOnly] in your job. That said, you have a bigger problem in this example - you are scheduling a job at a...
The spring makes it much harder than regular drag and drop. Just go to MousePickSystem, locate the Pick job, and edit the if...
There is a bug in the safety system and I think not setting the group index is actually what gets you past this (you get a group index of 0). :)...
Unfortunately right now it's only single threaded. If you look at Simulation.CollisionEvents, you could iterate through them once and store them...
Did you take a look at...
Yeah, it's not due to the fact that we need a body, it's an optimization thing. Let me try to explain. Trigger bodies are no different than any...
Debug draw is the most useful tool when working with physics. :)
CastCollider sweeps your collider in the specified direction. It gets a collider but also a transform of the collider (in case you want to...
No, there is no guarantee.
Look at PhysicsJoint.k_... constants (k_LimitedDistanceRangeIndex for example), it gives you indices of particular constraints in the array. Hope...
I don't think there is at the moment. However, you can look at CharacterControllerUtilities.cs in the samples project, it shows the usage of...
Yeah StepImmediate is designed for lightweight simulations, nothing too heavy. But we did have asks for such stepping mechanism, for isolated...
Just set Material.CollisionResponse = CollisionResponsePolicy.RaiseTriggerEvents, it will handle those flags internally.
You could also look at ModifyContactJacobiansBehaviour which shows how you can decide this pair-wise, making individual bodies act as if they have...
Yeah this is unfortunately not possible at the moment. The reason is that the whole multithreading architecture needs to know about all the pairs...