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The way to do that in PhysX would be the immediate mode API. I suppose Unity doesn't use it?
That sounds incorrect. PhysX itself is deterministic and has flags like PxSceneFlag::eENABLE_ENHANCED_DETERMINISM to deal with edge cases that...
But I did. Just not through Unity. And my point was that it worked fine. Again, I think there's something fishy going on in the Unity...
Pardon me but if we're suddenly talking about shipping an actual game, 3 hours is actually not that much if it's robust in the end. You really...
FWIW there's no "character joint" in PhysX. "Ball and joint" sounds like a "ball and socket" joint, a.k.a. spherical joint in PhysX. It doesn't...
FWIW there's a "createLongChain" function in this snippet, that doesn't use "hacks" and still works fine. But it's using articulations so I guess...
One thing I don't understand is why isn't Unity doing the "duct tape and hacks" for users under the hood. Exposing half of the PhysX API as-is...
Well it's PhysX, it has always been "performance by default", not "stability by default" :) But the "hacks" like tweaking inertia tensors are the...
That looks like a very biased video, conveniently showing a few cherry-picked tests. The original benchmark suite has hundred more. It's also...
Isn't it just the Dzhanibekov Effect ? It's been supported by Bullet for years - they even have a sample for it IIRC.
That suggests there is a problem in the setup. You can definitely do stable chains with PhysX. Here's an example using the default joints, but...
But would it be possible? I got the feeling from the MegaCity presentation that the hierarchical culling etc was kind of hardcoded for that...
Do you have a source for Chaos being GPU based? I didn't hear that before. FWIW I think you could have "GPU based" rigid bodies right now in Unity...
FWIW you can do "stateless" physics in PhysX using the immediate mode API:...
Can you explain why PhysX has a high network cost compared to the others? I didn't follow that bit.
PhysX is deterministic on the same CPU provided you follow a few rules explained in the docs:...
This works for them because they have CCD. If you don't have CCD in Unity Physics and replace your heightmap with a triangle mesh, you will get...