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No problem :D If you have any feedback or encounter any issues let me know!
Hey, the information from the foldout moved to the dedicated Physics Debugger window to display more information and save some performance for the...
Right, so the Articulation Body indices depend on the order they awake in. I took a look and the problem is caused by the fact that when loading...
Hey, setting velocity for kinematic Rigidbodies is undefined in PhysX. See error here:...
Oh yeah, for sure. Attaching it now. Be careful with time keeping, I think that's the hardest part here. If you load my sample scene at some later...
Nope, there is no built-in way to do that at the moment. Although you can do it manually with a script. It's actually even simpler than with...
Hey! We had an old case tracking this crash. I've reopened it and the Issue Tracker can be found here:...
Turns out this was a regression in PhysX patch 4.1.2. Fix is about to land in 2023.2 and will be backported to all affected streams. Issue Tracked...
I was not aware of it, learned something new :D. I quickly scoured old reports and it seems that PhysX 2 in Unity 4 used to properly support this...
Hey, so after some digging around, this seems to be by design of PhysX. The code path for adding angular momentum after a sweep-based CCD...
I think you need to you need to use the formula from the "Conversion" section. In there, your latitude is noted as φ and your longitude as λ. h is...
If I understand the question correctly, could this be the answer: https://en.wikipedia.org/wiki/Geodetic_coordinates?
Looks like a bug to me. I managed to reproduce it locally and I'm currently investigating. Could you report it as a bug to get the proper Issue...
Could this be due to Match Anchors recalculating the Parent Anchor based on the new Transform values when enabling? I think this could be a common...
Sorry for the late reply, I'm not sure what else could be causing this but I've written your issue down. I've looked for anything related on...
Siblings are fine. But making a Rigidbody a child of an Articulation or vice versa is known to cause issues and is discouraged. We're adding a...
Just to make sure, the Rigidbody is not in the same hierarchy tree as the articulations, right? This sounds wrong, could you report a bug with a...
That's only the case if there are no rotations in the hierarchy. The absolute radius is calculated by taking the biggest absolute component of...
Added to our backlog.
Hey! Sure: Transform Sync became threaded in 2023.1.0a4. Simulation readback (contacts to be specific) became threaded in 2022.2.0a15 (you can...