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Unity.Physics 0.3.2 joins into the scene!

Discussion in 'DOTS Physics' started by CookieSalad, Mar 11, 2020.

  1. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,154
    you manually add these forces even today (just not as convenient)
     
  2. miller-Riverline

    miller-Riverline

    Joined:
    Aug 29, 2014
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    what about WheelColliders? Unity.Physics will have support it?
     
  3. Adam-Mechtley

    Adam-Mechtley

    Unity Technologies

    Joined:
    Feb 5, 2007
    Posts:
    290
    WheelCollider is not currently on the roadmap for the new run-time.
     
  4. Thygrrr

    Thygrrr

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    Sep 23, 2013
    Posts:
    297
    So, I'm having issues with physics juddering; I think this is from the wrong time steps fed into the systems. In order to smooth out my camera and renderer movements, I need to understand how to control this

    What is the default there? How do I make it use Time.DeltaTime, how do I make it use Time.fixedDeltaTime, how do I pump a physics world myself (i.e. to do step by step simulation, or to catch up)?

    Just setting a few entities up in a scene and setting some linear velocities gives me very juddery movement when I follow with a camera in a MonoBehaviour, be it in Update, LateUpdate, or FixedUpdate.
     
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  5. KwahuNashoba

    KwahuNashoba

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    Mar 30, 2015
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    +1 for the fixed update without hacking the solution around
     
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  6. Zeffi

    Zeffi

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    Nov 18, 2017
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    +1 for the fixed update thing. Just finding out it was a thing took me ages, and I'm sure a lot of people get bopped over the head by it.
     
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  7. Sima_Havok

    Sima_Havok

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    Dec 16, 2019
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    Nothke and KwahuNashoba like this.
  8. Tsequier

    Tsequier

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    Apr 20, 2016
    Posts:
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    Hello, I was wondering if this is still in review, and if you were talking about the Unity samples or the Havok ones(or both)? Thanks!
     
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