kimbatt / unity-deterministic-physics Goto Github PK
View Code? Open in Web Editor NEWCross-platform deterministic physics simulation in Unity, using DOTS physics and soft floats
Cross-platform deterministic physics simulation in Unity, using DOTS physics and soft floats
Not sure why but webgl builds are pretty laggy.
I tried playing around for few days with these packages, sadly I can confirm it is far from production ready.
Cylinder/Mesh colliders are very unstable. Also tried the same setup with float version and issues was gone.
Frictions are quite off, as objects loses the force almost 2x faster than in float version.
P.S. Yes the scenarios here shown are not exact the same for comparison. But it is quite obvious then u play around in the scene and in float version everything slides completely differently.
In any case, it is cool package modification and nice attempt for deterministic physics. However, if you dont plan using only boxes and sphere likes in example, you wont find this package doing what you want.
Will it be updated later
Hi, Is it possible to release the auto generation unity code tool?
xxx.gen
//------------------------------------------------------------------------------
//
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
//
//------------------------------------------------------------------------------
Hi there,
You reference the Units DOTS Physics package in your readme, which claims to be deterministic in its description.
Is the difference here that the Unity DOTS Physics package is only deterministic on the same platform/processor, while this project is deterministic across platforms/processors?
Looks like a cool project!
Is it possible to roll back the physics engine to an earlier state with collisions?
Execute ExampleScene, all objects will penetrate the ground!
Hi,
Can you add support for 2D physics + a 2D example? Thanks!
First of all I'd like to thank you @Kimbatt for sharing this project. So far it has worked great.
Unity DOTS physics has editor authoring components with the included Unity.Physics.Editor & Unity.Physics.Hybrid (not entirely sure if both are required). With Unity.Physics it is possible to design gameobjects in the editor and use those in the code through subscenes and entity prefabs, but the authoring components are not compatible with this project. At the moment including Unity.Physics.Editor & Unity.Physics.Hybrid gives a ton of errors. I think this project would be complete with the authoring functionality.
Hi,
The UnityS.Transforms.Translation
component, which is made to be a soft float equivalent to the Unity.Transforms.Translation
component, doesn't affect the actual position of an object. While I'm not 100% certain as to why this is the case, I'm guessing it probably has something to do with Unity using Unity.Transforms.Translation
when using Convert To Entity.
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