Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Is there a clear procedure for runtime physics creation?

Discussion in 'Physics for ECS' started by nyscersul, Nov 18, 2019.

  1. nyscersul

    nyscersul

    Joined:
    Oct 17, 2018
    Posts:
    132
    Specifically, if i wanted to create an object which has many parts, some of which may be destroyed individually, and possibly be recreated using externally tracked data, how would i go about it with basic unity physics? We are talking spaceships!

    Im using the newest version of unity physics as of now, and currently 2019.3b10 i think.

    I need to create objects which will be able to be dismantled and rebuilt, essentially, however there is no need for this to be a fluid motion - decoupling might be a good way of considering it, the links between them can be damaged. In the case where the links are not damaged, however, the object's are completely rigid, except for a few parts which may rotate during use.

    For the animated parts, i am content to use a singular box or capsule if needed which encompasses the rotating part, but i would prefer to know how to use the system to appropriately achieve this, as it seems the online information is conflicting.

    Should i use a compound collider, and somehow recalculate it from scratch when the body's shape changes? Should i use multiple bodies using links maybe via the joint api? Just using joints that dont move.

    As a hint, my simulation does not involve an extensive number of individual entities, and my scope for using multiple entities on a single object is high. I also would prefer to differentiate between which collider within the body was hit by raycasts etc, but have the entire body respond to applied forces.