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OK that makes more sense to me. I just realized the static under other GameObject doesn't work like the kinematic that follows its parent, which I...
Yeah, I just tested on our test scene and the result is significant! Now I just need to consider how to flatten the hierarchy. Thank you for the...
"UpdateTransforms" means the body write the position/rotation into the Transform, right? Users moving parent leads to the rigidbody out-of-sync...
Do you mean the static rigidbody without any parent would ignore?
Global option works for me. But I guess per rigidbody option would be helpful sometimes.
Specifically, we are making a runtime level editor and we are deacitvating "editor stuff" which contains a lots of collider stuff when entering...
I does not quite understand what different between CustomCollider and Rigidbody with multiple colliders.:confused:
2021 LTS. We could probably upgrade to 2022 LTS if necessary.
Got it! Anyway we have our streaming stuff that need to enable/disable colliders in the levels so we are still using seperated polygon colliders...
Sure thing, I did not expect for backporting. Just in case if we need to do this in the future.
Yeah, it is just not so convenient if we have to keep tracking and maintaining those static colliders to our seperated static rigidbodies since it...
1. A huge composite collider does not benefit from Broadphase <--- I guess, I am not sure how the composite implement actually. 2. Capsule/Circle...
Yeah then, I guess I hope is valid that if we can have the options to have multiple internal static bodies?
Oh I got what you meant now. the fixture needs to search the whole linklist to destroy. That's why it is so expensive.
Yeah I knew how the composite collider works. Unfortunately we did have the scenario that couldn't use with composite. I've read box2D source as...
[IMG] Here is what I tested. The bottom one is the colliders without rigidbody.
We suffered with Physics2D.DestroyShapes a lot when we wanted to disable or deactivate static colliders in our scene. There are like 25000+...
For others who having the same problem, the better way to get executable path is public void OnPostprocessBuild(BuildReport report) {...
I have a PostBuildProcessor that implements IPostprocessBuildWithReport. It gets the path of the executable file like this: public class...
Hello, I wonder if this property exposed in 2022.3 since I still didn't find it out. :(