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Question What's the difference in using classic colliders or DOTS physics scripts?

Discussion in 'Physics for ECS' started by ronJohnJr, Aug 24, 2022.

  1. ronJohnJr

    ronJohnJr

    Joined:
    Mar 5, 2015
    Posts:
    106
    Hi, the next step in the tutorials I've been following is dealing with physics. But I'm slightly confused at the different ways I can go about this. The tutorial I'm following is about to go through using physic shapes and bodies. But before continuing it's giving me some resources to watch and read. One of them is code monkeys video on DOTS physics. But in his videos he just throws on classic collider and rigidbody components and the entity conversion takes care of the rest. So what's the point of the shape and body scripts? Which ones should I use? Is there a real difference?
     
  2. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    867
    Using the classic colliders will not expose all the new options. I really hope that in 1.0 they require the new components.
     
    XiangAloha and ronJohnJr like this.
  3. ronJohnJr

    ronJohnJr

    Joined:
    Mar 5, 2015
    Posts:
    106