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Resolved Unity Physics

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

  1. MidnightCow

    MidnightCow

    Joined:
    Jun 2, 2017
    Posts:
    30
    • Is there a roadmap of planned features for Unity Physics or is it mostly feature-complete as is?
    • Are there more optimizations/performance-improvements planned for Unity Physics and is development ongoing?
    • What are the main reasons to choose Havok over Unity Physics?
     
  2. YiboInsane

    YiboInsane

    Joined:
    Jul 22, 2019
    Posts:
    16
    +1 for the same questions.
     
  3. philsa-unity

    philsa-unity

    Unity Technologies

    Joined:
    Aug 23, 2022
    Posts:
    115
    Unfortunately we can't share physics roadmap details at this time, but we expect to be able to share more details on this in the future

    The short version of it is: Havok will generally provide better simulation quality & performance, which is especially noticeable with large stacks of rigidbodies. However, UnityPhysics is stateless, which makes it a better candidate for networked games using rollback & prediction. Here's a paragraph from the Havok FAQ on this topic:
    "Havok Physics for Unity is a deterministic but stateful engine. This implies that a copy of a physics world will not simulate identically to the original world unless all of the internal simulation caches are also copied. Therefore, for networking use cases that depend on deterministic simulation of a "rolled back" physics world, you should rather use the Unity Physics simulation since it is stateless."