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Can we access the broad phase collision detection in Physx?

Discussion in 'Physics' started by Lenvanthis012, Feb 5, 2016.

  1. Lenvanthis012

    Lenvanthis012

    Joined:
    Aug 24, 2013
    Posts:
    21
    I wonder whether I can access Physx in the API level from Unity3d 5.x.
    I want to use the broad phase collision detection module in Physx.
    Since Unity3d 5.x Physx has the cloth rigid body collision detection,
    I know underneath it is using this broad phase collision detection.
    But is this open for users to use it, too?
    Thanks
     
  2. Ben-Stoneman

    Ben-Stoneman

    Services Support

    Joined:
    Jan 19, 2012
    Posts:
    52
    Unfortunately not.

    Unity will use Physx to make calculations for the editor in order to perform it's physics, however, it is not possible for a user to directly use the Physx API to make calculations of their own.
     
  3. Lenvanthis012

    Lenvanthis012

    Joined:
    Aug 24, 2013
    Posts:
    21
    Thanks for the clarification, Ben.

    I found cloth vertex positions are read-only and not updatable by users.
    Does Unity plan to open this update-loop for users
    so that we can give some interesting feedbacks to a cloth surface like cloth self-collisions?

    =s
     
  4. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    Are there any plans to provide access to more of PhysX's API in general (not just broadphase)? Is there anything preventing it? This is just too important to omit in a game engine...

    Right now we can't even make discrete collision detections. I'm thinking about implementing Bullet physics into Unity just so I can make a decent character controller. This shouldn't be necessary