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@alexanderperrin We are aware that the baking of Configurable Joint is incomplete and limited at the moment. In addition to getting the spring and...
Hello. Unfortunately, you need to do some major modifications to the source code to get the spring and damping values passed through to where they...
Thanks for this info. The 550ms slowdown isn't acceptable at all. Please send us that bug report.
This is something we should have done a better job of communicating and the team will work to improve this. I searched through the Unity Physics...
All of these are good points and I'll bring them up with the rest of physics team. I don't want to speculate on how / when / if these will be...
Thanks for verifying it's static. It's strange that the narrowphase is taking so long for such a small terrain. If you go through the officially...
Unfortunately, I can't say if this feature will be ready on time for your project, but I will make a note to verify that such a feature needs to...
This is a challenge we are aware of. Could you provide some specific details of what problems you encounter as a result of this and what you'd...
Would it be accurate to summarize this into two parts? 1) A request for more complete parity when baking built-in colliders (ex: with Box Collider...
We are aware of the difficulties involved in modifying colliders, and related data such as the collision filter. This is something we are...
Hello, Unity Physics currently doesn't support the conversion of the classic physics Terrain Collider - yet. There are components in the built-in...
Hello! I’m Amanda and I’m a senior dev on the DOTS Physics team. I’ve been at Unity for about 3 years now, and have been on the Physics team for...
To make something like a wrist you can use the PhysicsJoint.CreateRagdoll method which combines swing and twist axes. Alternatively, Unity Physics...
Hello. Currently, motors are only supported on a single axis, however, this axis can be oriented in any way. The Physics Demos have examples of...