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Question Adding physics to entities in script

Discussion in 'Physics for ECS' started by fractalh3x, Jul 6, 2022.

  1. fractalh3x

    fractalh3x

    Joined:
    Jan 25, 2021
    Posts:
    2
    So, after attempting to add physics components to entities that are being created in-script, i am unable to get an entity with a functional collisions(they do not interact with anything) or physics (applying values to the
    PhysicsVelocity component influences nothing)
    what am i doing wrong?
    Code (CSharp):
    1.         EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
    2.  
    3.         Entity NewEntity = entityManager.CreateEntity(
    4.             typeof(Translation),
    5.             typeof(Unity.Physics.PhysicsCollider),
    6.             typeof(Scale),
    7.             typeof(Unity.Physics.PhysicsVelocity),
    8.             typeof(Unity.Physics.PhysicsMass),
    9.             typeof(Unity.Physics.PhysicsDamping)
    10.         );
    11.         entityManager.SetComponentData ( NewEntity, new Scale {
    12.             Value = 0.3f
    13.         });
    14.         var desc = new RenderMeshDescription(
    15.             mesh,
    16.             material
    17.         );
    18.  
    19.         RenderMeshUtility.AddComponents(
    20.             NewEntity,
    21.             entityManager,
    22.             desc
    23.         );
    24.  
    25.         entityManager.SetComponentData ( NewEntity, new Translation { Value = Position });
    26.         entityManager.SetComponentData ( NewEntity, new Unity.Physics.PhysicsMass {
    27.  
    28.             Transform = new Unity.Mathematics.RigidTransform(Quaternion.identity, new Unity.Mathematics.float3(Position[0],Position[1],Position[2])),
    29.             InverseMass = 1,
    30.             AngularExpansionFactor = 6,
    31.             InverseInertia = new Vector3(0.1f, 0.1f, 0.1f)
    32.         });
    33.         entityManager.AddSharedComponentData(NewEntity, new Unity.Physics.PhysicsWorldIndex {Value = 0});
    34.  
    35.         var collider = Unity.Physics.BoxCollider.Create(
    36.             new Unity.Physics.BoxGeometry {BevelRadius = 0.1f, Center = Position, Orientation = Quaternion.identity, Size = new Unity.Mathematics.float3(1,1,1)}
    37.         );
    38.  
    39.         entityManager.SetComponentData(NewEntity, new Unity.Physics.PhysicsCollider {Value = collider});
    using
    Unityphysics 0.51-preview.32
    Entities 0.51.0-preview.32
     
    Last edited: Jul 7, 2022
  2. fractalh3x

    fractalh3x

    Joined:
    Jan 25, 2021
    Posts:
    2