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Awesome! There might have been a change in the baking which required a reimport of the custom authoring sample. Maybe we forgot to point that out...
Thanks for the added details. This should work all fine even without you setting a non-uniform scale. You might have stumbled upon a bug here...
There was a related change done in 1.2 which was requested by the community, namely that when using uniform scales (same scale value on all three...
You can use the built-in collider for ECS as well. As a matter of fact we recommend migrating to the built-in authoring at this point as part of...
Awesome!
Ah! I see now. Add the [ReadOnly] attribute to the PhysicsWorld member in your ObjectHitJob. Since you didn't add this attribute, the safety...
The problem is likely with how you schedule the ForceCollisionSystem.ObjectHitJob. Can you share that part? Make sure to use the system's...
The way the CollisionWorld is obtained is incorrect in the code snippet provided above. It has to be obtained every frame since its content is...
Yes it is. Have a look at the new section in the collider documentation on collider sharing and unique colliders. Hopefully that helps clarify things.
Yes. Have a look at the PhysicsSamples project. There are plenty of sample scenes which use raycasts. Just have a look through the list here and...
You could simply reset the corresponding position components in your rigid body to whatever you want them to be using a system, updated in...
Can you provide some more information on what you are exactly doing with the debug display here that causes this?
It should, yes.
I'm glad to hear it worked. :)
Interesting. Why are you transfering the collider blob clean up data component? Its only job is to prevent a memory leak upon entity deletion...
Let's start by clearing up a few things when it comes to blob asset references. The BlobAssetReference<Collider> instances you are getting from...
I suggest you open the jobs section in the profiler. There you will see the jobs launched by the different systems and then processed with...
Yes. You need to add the Physics Debug Display authoring component inside a subscene as is done in the sample scenes in the PhysicsSamples...
You can just call the MakeUnique function on the collider you want to modify. It will get cloned and you can modify it while all the other...
Since jobs of the physics system that build or simulate the physics world are likely still running even when AfterPhysicsSystemGroup is updated,...