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Broadphase types and contact pairs modes - Any downsides to the new modes?

Discussion in '2017.3 Beta' started by PhilSA, Sep 25, 2017.

  1. PhilSA

    PhilSA

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    I see these delightful new additions to physics in Unity... but are there any drawbacks?

    Is there a reason why we'd want to stick with the Sweep & Prune broadphase mode?

    Will enabling all contact pairs have a significant performance impact (even in situations where no kinematic contacts would be happening)?
     
  2. PhilSA

    PhilSA

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    ah, the PhysX docs answered my question:
    http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/RigidBodyCollision.html

     
    IgorAherne and laurentlavigne like this.
  3. xCyborg

    xCyborg

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    How should we define the World Bounds then? on what basis?
     
  4. PhilSA

    PhilSA

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    I'd guess the smaller you can make your world bounds; the better. Just make them as small as you can for encompassing you world
     
  5. hippocoder

    hippocoder

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    As you should do. However...

    Haven't checked yet but I *do* hope these settings are a) available to be scripted in the editor or b) available for runtime scripting.

    As I do actually have different world bounds per scene.
     
  6. PhilSA

    PhilSA

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    yup



    I don't think you can actually change the broadphase algorithm through scripting, which is kinda understandable even though I'd still like to have access to it (...and no, I wouldn't be able to justify why I'd want that). But you can recalculate the grid

    However, the new algorithm is not testable right now, due to this problem. I've submitted the bug report and they are looking into it. I'm guessing this should be a quick fix
     
    Last edited: Sep 28, 2017
    IgorAherne and hippocoder like this.
  7. hippocoder

    hippocoder

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    Right yeah! thanks for checking it out.