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Resolved Physics entities and transform hierarchies

Discussion in 'DOTS Dev Blitz Day 2022 - Q&A' started by thelebaron, Dec 7, 2022.

  1. thelebaron

    thelebaron

    Joined:
    Jun 2, 2013
    Posts:
    857
    Are there plans for dynamic physics entities to respect a transform hierarchy? I know I asked this a long time ago, but that was then and now is now.
     
  2. philsa-unity

    philsa-unity

    Unity Technologies

    Joined:
    Aug 23, 2022
    Posts:
    115
    There are currently no plans to support transform parenting for rigidbodies. This decision was made mainly for performance reasons

    However, you can imitate parenting for rigidbodies by writing systems that place those bodies at the world pos/rot of target child transforms
     
  3. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,109
    this is another reason to make single generic WorldTransform component in entities core and then make transform system just use it. This way transform system will be replaceable by 3rd party package and all packages around will depend only on core WorldTransformComponentData.

    Look DeamingLatios feedback and hit take on transform system for ecs
     
  4. daniel-holz

    daniel-holz

    Unity Technologies

    Joined:
    Sep 17, 2021
    Posts:
    278
    To clarify what you are looking for here, could you please elaborate what exactly you mean by that?
    While playing, would you like a dynamic physics entity to somehow follow its parent or would you like its children to follow a dynamic physics entity?