Search Unity

  1. We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only.

    Please, do not make any changes to your username or email addresses at id.unity.com during this transition time.

    It's still possible to reply to existing private message conversations during the migration, but any new replies you post will be missing after the main migration is complete. We'll do our best to migrate these messages in a follow-up step.

    On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live.


    Read our full announcement for more information and let us know if you have any questions.

Question Normal monobehavior physics not working anymore

Discussion in 'Physics for ECS' started by mathmoe64, Apr 1, 2023.

  1. mathmoe64

    mathmoe64

    Joined:
    Dec 3, 2019
    Posts:
    2
    Hello, im currently learning the new ECS and Unity DOTS physics. But normal MonoBehaviour physics semmed to have stopped working? (MonoBehaviour cubes not fallong etc).

    Is there something om missing?

    Thanks in advance for any help! its much appreciated.
     
  2. daniel-holz

    daniel-holz

    Unity Technologies

    Joined:
    Sep 17, 2021
    Posts:
    330
    @mathmoe64 : Can you specify exactly how your scene is setup?
    As an example, if you have a subscene with a Rigidbody and use the Unity Physics package, and also have a Rigidbody in your root scene, then both Rigidbodies will fall against gravity, only that the one in the subscene is simulated with Unity Physics and the one in the root scene is simulated with the built-in PhysX physics engine.

    Note that if you "open" the subscene to edit it, the PhysX simulation will be temporarily disabled since otherwise there would be a data clash between both engines. So, if you play while in an open subscene, your PhysX simulation will be suspended while the Unity Physics simulation will behave as usual. After you have completed your edits and you "close" the subscene again, the PhysX simulation will be reactivated and both engines can again function side by side.

    I hope this clarifies what you might be seeing.