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Hybrid ECS Convert with Unity Physics, what is the intended behavior?

Discussion in 'Data Oriented Technology Stack' started by judohurley, Aug 13, 2019.

  1. judohurley

    judohurley

    Joined:
    Feb 27, 2014
    Posts:
    5
    Quick background: I'm building RenderMeshes and convex colliders dynamically and caching them for reuse. My objects collide with each other as expected.

    Observed issue when: Creating a Hybrid object in editor, assigning physics body and shapes and adding the ConvertToECS component.

    If I set the convert setting to the default "convert and destroy object", my hybrid object works just fine and interacts with the dynamically generated physics objects.

    However, if I set it to convert and inject object, the hybrid renderer does not draw the mesh and there's no apparent interaction with the physics Sim. The gameobject is visible but non-moving.if I disable it in inspector, it disappears and no hybrid render version exists in scene.

    My question is, what exactly should be happening when selecting create and inject on the converter? What is the intended used case for that feature?

    Thanks.
     
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