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Worlds

Discussion in 'Physics' started by Roni92pl, Jul 26, 2018.

  1. Roni92pl

    Roni92pl

    Joined:
    Jun 2, 2015
    Posts:
    396
    I heard in new version support physx worlds. Im wondering if it's better for performance to use 2 worlds instead of e.g two layers that will never interact.. Better threading, less aabb tests, any other advantage?
     
  2. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,754
    I would like to see reference, where you read about the topic?

    In Unity default, there is no such as two, or multiple worlds concept. ( hit me, if I am wrong ).
    You can indeed use layers, to simulate such behavior. Currently it is exactly that what I am doing, with multiple parallel running worlds.

    If you want consider multiple worlds support, you could alternatively look into bullet physics. But I haven't been touching it much beyond some initial tests.

    Then you can perhaps look also, into Unity ECS. But not sure yet, if multiple worlds concept exist at all, beyond standard Unity layers.
     
  3. Roni92pl

    Roni92pl

    Joined:
    Jun 2, 2015
    Posts:
    396
  4. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,754
    Whenever link provide general Unity insight, on future plans, I don't like approach when people put links without comments. Links tend to get broken, and then become irrelevant. Here is the citation of linked post.

    Then further down the line

    And some explanation about feature

    So either matter of waiting, or looking for an alternative. Depending on scene/world complexity.
     
    Last edited: Jul 27, 2018