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What is the point of conversion for Physx stuff?

Discussion in 'Entity Component System' started by hippocoder, May 27, 2022.

  1. hippocoder

    hippocoder

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    There's no point to this. People already have access to Havok and new DOTS Physics now.

    Since people can now add new Physics components, shapes and colliders natively, what is the reason for keeping misleading patterns around?
     
  2. DreamingImLatios

    DreamingImLatios

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    Is there a converter from PhysX components to the Physics authoring components? Because if not, then I can imagine it would be pretty tedious to convert colliders from assets on the Asset Store or meshes imported with collider generation.
     
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  3. hippocoder

    hippocoder

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    Not the case for terrain (was easy to solve thanks to code in this forum) but I can understand it would help people pull in assets quicker. I saw someone else in DOTS forum struggling with unsupported joint behaviour on their own custom ragdolls with auto conversion (GO Physx->DOTS Physics/Havok) and I had to scratch my head though: why depend on something converted between two completely different engines?

    I guess after coding in DOTS for a while you come to appreciate a purity or truth to data and tend to develop a dislike for any smells that might transform data badly. Honestly I think that's what kicked this post off.
     
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  4. Armitage1982

    Armitage1982

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    Also, what would have been nice is to be able to use Havok without having to deal with DOTS.
    Some games could benefit from a stable cached physics engine without the need for DOTS.
    Here I'm reinventing absolutely all the basics in DOTS just because PhysX is not adequate. Having to use & learn Hybrid Renderer and co. just for that is overkill and not desired.

    I get that DOTS is the future of Unity, but the prospect of upgrading my code from 0.17 to 0.51 (and then to 1.0 in 202X) doesn't thrill me.
     
  5. hippocoder

    hippocoder

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    Well I can say where Unity is headed with DOTS is, in the long-term probably a way better way to make games. That's not now though so I can see why you're frustrated. I felt the same, but then I decided to just go all in, and life became much easier - but only once I fully let go and immersed. Most people won't want to invest that much so soon. It will be easier post 1.0
     
  6. thelebaron

    thelebaron

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    Guessing it was my post that sparked this topic: because this is what unity preaches / is gunning for as the expected behavior? The entirety of dots and conversion workflow is essentially engine.

    Seeing how joint authoring components themselves exist only as unofficial tooling(companion gameobject workflow changed significantly since it’s introduction in the samples repo), so long term I guess I don’t trust it to necessarily survive package iterations (especially how the animation package turned out, guess I’m still salty about that).

    Both physx and conversion are here to stay so for the time being my source of truth for anything joint related is the current tooling.

    anyway long story short, I’m confident it’s a bug in the current patch and previous versions worked - I followed up my post with a fix.
     
    Last edited: May 29, 2022
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  7. hippocoder

    hippocoder

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    Yep it was. It got me thinking if it was right or wrong to convert vs just having an equivalent native component/authoring in DOTS.

    As you highlight... joints aren't native? (big WTF for me there).