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Mixing the new Unity physics with the old rigidbody system in a DOTS environnment

Discussion in 'Scripting' started by JIxS4v, Jun 22, 2020.

  1. JIxS4v

    JIxS4v

    Joined:
    Dec 6, 2019
    Posts:
    4
    Hi, I am considering migrating my Oculus Quest project (using monobehavior) to the new Unity DOTS and it's "optimized" physics. The problem is my hand interactions in VR rely heavily on unity's old Rigidbody system, but I would like to switch all my old physics interactable objects to unity DOTS as I am simulating many of them and the Quest has limited performance. Is there any way I could make an old rigidbody/collider interact with the new physics shape?