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Unity.Physics 0.2.5-preview now out and about!

Discussion in 'Physics for ECS' started by CookieSalad, Dec 4, 2019.

  1. CookieSalad

    CookieSalad

    Unity Technologies

    Joined:
    Dec 29, 2014
    Posts:
    24
    Hey everyone, hope you’re having a good day!

    Here’s a little early holiday present for you. Unity.Physics 0.2.5-preview is now available to download using the Package Manager. Here’s a quick overview of what you can expect to find in this release:
    • Various bug fixes (yay!)
    • Updated a few package dependencies (Entities 0.3.0-preview.4)
    • Compatibility with LiveLink
    • Various Character Controller improvements
    The Physics Sample received some small changes as well, including a package upgrade (LWRP 7.1.6)

    For a more detailed list of changes, check out the changelog.

    The LiveLink compatibility brings with it major improvements including but not limited to:
    • Conversion speed
    • Fixes for memory leaks when editing subscenes
    • Automatic instancing of colliders using the same shape, significantly decreasing memory usage
    Please note that LiveLink compatibility is still experimental. Report any issues you find in this thread or using the Bug Reporter!

    You may find that it's also no longer possible to toggle the Debug Display and Simulation Type at runtime. This is not a bug, but intended behaviour.
     
    RuanJacobz, Karearea, siggigg and 5 others like this.
  2. ecurtz

    ecurtz

    Joined:
    May 13, 2009
    Posts:
    640
    Getting this on Mac
    Unexpected exception System.IO.FileNotFoundException: Could not load file or assembly 'Smash, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    File name: 'Smash, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'
     
  3. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,352
    What does MeshCollider.Create taking grouped indices mean?
     
  4. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,352
    Oh ok it takes an int3. Really don't get that decision. So a UnityEngine mesh I have to create an array of int3, but oh wait Create then just copies them to an array of int. It forces a completely unnecessary copy, and unnecessary transformation for the end user.

    Given most end users won't use unsafe pointer ops, how about if you leave the NativeArray<int> overloads and do a memcpy to int3? So keep supporting the format everything outside of Unity.Physics is using and make it more performant then most user implementations would do.
     
    Last edited: Dec 4, 2019
    NotaNaN and MNNoxMortem like this.
  5. elcionap

    elcionap

    Joined:
    Jan 11, 2016
    Posts:
    138
    Just use NativeArray.Reinterpret.

    []'s
     
  6. snacktime

    snacktime

    Joined:
    Apr 15, 2013
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    3,352
    Sure but why should everyone have to do that, if it's that common which it will be, it should just be an overload.
     
  7. siggigg

    siggigg

    Joined:
    Apr 11, 2018
    Posts:
    247
    Restart the unity client, this is very common when updating Burst.
     
    ecurtz likes this.
  8. dispatch_starlost

    dispatch_starlost

    Joined:
    Nov 17, 2017
    Posts:
    37
    This update seems to break the NetCode samples (0.2.4 works fine)
     
    dzamani likes this.
  9. RuanJacobz

    RuanJacobz

    Joined:
    Jan 24, 2014
    Posts:
    59
    Sadly I can't get it to work in a build. When I try Unity Physics in the editor and play mode, all is working well. But the moment I build the project and run it the cube just starts right inside the center of the plane that it's supposed to fall on to.

    Here's what it does in playmode inside the editor:


    And here's what it does in the build:


    EDIT: I've managed to get the build working by limiting the target frame rate to 60 fps.
     
    Last edited: Dec 5, 2019
  10. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    I upgraded a rather simple project from physics 0.2.4 to 0.2.5 (no other changes), and got this error:

    The line where this error stems from (SceneInitializer.cs:35) does this:
    Code (CSharp):
    1. Entity characterPrefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(CharacterPrefab, conversionSettings);
    Basically, I made a prefab for a character, and I'm converting it to Entity representation for faster instantiating and for setting data on it directly after instantiating.

    Any ideas? I tried restarting Unity, deleting Library folder, etc... no success so far
     
    Last edited: Dec 6, 2019
  11. Megafunk

    Megafunk

    Joined:
    May 17, 2019
    Posts:
    3
  12. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
  13. CookieSalad

    CookieSalad

    Unity Technologies

    Joined:
    Dec 29, 2014
    Posts:
    24
    Hey everyone!

    We recently pushed out a patch release (0.2.5-preview.1) for the package that solves a couple small issues with LiveLink.

    The NetCode samples breaking is a known issue and should be fixed in the next Entities release. If you're feeling adventurous, you may try to fix it in the package manually. Find the file GameObjectConversionSettings.cs and in it add this line in the Fork method (at around Line 46):
    BlobAssetStore = BlobAssetStore,

    This isn't a fully tested fix and might bring its own problems so proceed with caution.
     
    drhodor, T-Zee, dzamani and 2 others like this.
  14. T-Zee

    T-Zee

    Joined:
    Oct 23, 2017
    Posts:
    31
    i did this and so far no bad side effects, only thing is you need to redo it each time you open the project up
     
  15. drhodor

    drhodor

    Joined:
    Aug 18, 2013
    Posts:
    39
    ^ likewise