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Resolved Missing Physics Body component in the editor

Discussion in 'Physics for ECS' started by kizko, May 14, 2023.

  1. kizko

    kizko

    Joined:
    May 28, 2020
    Posts:
    14
    Hi. I've installed the latest Physics package but I can't find the Physics Body component in the editor. I might miss something, but what?


    Thank you in advance.
     
  2. Spy-Master

    Spy-Master

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    Aug 4, 2022
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    284
    kizko likes this.
  3. Kmsxkuse

    Kmsxkuse

    Joined:
    Feb 15, 2019
    Posts:
    297
    poritoshdavid, daniel-holz and kizko like this.
  4. kizko

    kizko

    Joined:
    May 28, 2020
    Posts:
    14
    Now it makes sense. I will try it today and I will change the tag. thank you!
     
  5. F

    F

    Joined:
    Sep 28, 2012
    Posts:
    13
    They said they removed physicsBodyAuthoring and we can add them by using the classic component like 'Rigidbody'. but I failed to add a physics entity to collisionworld by script

    How can I make an Entity to be detected by Overlape or SphereCast etc. (or add it to PhysicsWorld) by script?
     
  6. Pabi

    Pabi

    Joined:
    Feb 13, 2016
    Posts:
    48
    How can we effectively utilize the collisionFilter in the absence of the physics shape, particularly when using a standard Collider and Rigidbody?
     
  7. kizko

    kizko

    Joined:
    May 28, 2020
    Posts:
    14
    I couldn't use standard components as well. I end up using the deprecated Shape/Body and it is working fine. If anybody finds a better solution, let me know.

    For example, I can't move the entity with rigidbody(standard one) attached.
     
  8. Pabi

    Pabi

    Joined:
    Feb 13, 2016
    Posts:
    48
    I did use the deprecated too, fixed my problem. No idea why they changed that.
     
  9. daniel-holz

    daniel-holz

    Unity Technologies

    Joined:
    Sep 17, 2021
    Posts:
    213
    Could you please elaborate what you mean by "can't move"? At authoring time there shouldn't be any difference between the built-in and the custom physics authoring.
    Are you referring to either a runtime issue it a situation in which you mix built-in and custom physics authoring components (e.g., a RigidBody with a PhysicsShape)?