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Sure. Users will be able to add their own functions to move heavy tasks from C# to C++. Check for example PxRigidActorList helper class used in...
As Roni92pl said, plus no need to call getGlobalPose() twice. It's not free. var pose = pxRigidDynamic.getGlobalPose(); ... 500 rigid bodies is...
No, it's different instance of PhysX. It doesn't give access to Unity's PhysX.
I asked PhysX team. They will check it. Thanks.
It should.
Yes. Current build only has PhysX API exposed. With just API you can use PxRigidActor.attachShape(...) or PxRigidActor.createExclusiveShape(...)...
Sure simulating 10K rigid bodies on CPU is tough. But applying the result of the simulation to game objects takes even longer. C# is too slow :)
PhysX doesn't have compound shapes, but a rigid body can have several shapes attached. For PCS I made a PxCompoundShape asset which holds an array...
The simple way---just take the position of your rigid body and set it to your game object. That should work well if the number of rigid bodies is...
Still in progress. Hope to show smth soon.
As far as I know PhysX doesn't support TriMesh shapes on dynamic RBs, because TriMesh-TriMesh collision is slow and never works reliable. In most...
That's how it's done in PhysX. You always use cooking to create convex mesh (as well as triangle mesh and height field). You can use...
No ETA yet. Check SampleBase.createGemConvexMesh() function for PxConvexMesh creation. I'll expose stream classes later.
I plan to build it for Linux when it's ready (a couple of months if all goes well).
Hi all I've hit one annoying bug in Unity, here's the issue page:...
So, Unity answer is "It seems to be already fixed on Unity version 2019.3.0a6 and above. The fix should be backported to 2019.2 sometime in the...
Yes, I know about this one :)
Yep. I confirm. 2019.2 can't find native dll if its name contains dots. @yant is it known?
Forgot to mention, the only supported platform atm is Windows x64.
Yes, when it's published on GitHub anyone will be able to contribute. I can't tell the estimate for this right now, but it should be the nearest...