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CinemachineCollider & LocalPhysicsMode.Physics3D

Discussion in 'Cinemachine' started by TheDelhiDuck, Jun 22, 2021.

  1. TheDelhiDuck

    TheDelhiDuck

    Joined:
    Aug 29, 2014
    Posts:
    35
    Hi, I'm working on a game where all scenes are loaded with LocalPhysicsMode.Physics3D. This stops CinemachineCollider working because it assumes the target object is in the default physics scene.
    I've worked around the issue by creating a customized version of the CinemachineCollider which uses the appropriate PhysicsScene versions of the various calls eg SphereCast, Raycast etc.
    Is there any plans for future versions of Cinemachine to support LocalPhysicsMode?
    Thanks.
     
  2. marc_tanenbaum

    marc_tanenbaum

    Unity Technologies

    Joined:
    Oct 22, 2014
    Posts:
    637
    Hi @TheDelhiDuck,

    The short answer is that we've got no immediate plan to support this. But this goes to show how important it is to speak up. Your mention of it has our lead engineer interested in investigating. So no promises, but we appreciate you bringing this to our attention so we can determine whether it's something we want to add to our roadmap.
     
  3. TheDelhiDuck

    TheDelhiDuck

    Joined:
    Aug 29, 2014
    Posts:
    35
    Thanks Marc, I appreciate the reply.
    Luke
     
    marc_tanenbaum likes this.