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Physics engine as a package?

Discussion in 'Physics' started by Skyblade, Mar 7, 2019.

  1. Skyblade

    Skyblade

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    Nov 19, 2013
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    Hello.
    It's a common thing to me when small tweaks made to physics engine wrapper (or underlying PhysX) in a new editor version break my game object behavior.
    Is it possible to separate physics into a package, so I can lock its version and be independent from editor version?
     
  2. Edy

    Edy

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  3. Skyblade

    Skyblade

    Joined:
    Nov 19, 2013
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    Yeah, I already tried it, but it performs a lot slower. That's another reason why I want physics engine to be detached from the core.
     
  4. Edy

    Edy

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    Maybe PhysX it's faster precisely because it's attached to the core ;)
     
  5. Skyblade

    Skyblade

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    Nov 19, 2013
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    Indeed. But I see physics engine to perform more like Scriptable Render Pipeline.
    I heard of Ape Engine some time ago. It showed more impressive results than stock PhysX wrapper.

    To complete my post, I gave up fighting with (Unity) physics, which tend to be broken between releases and continued to make games without physics.
     
    Last edited: Mar 7, 2019