com.unity.physics 0.2.3-preview

com.unity.physics

Notes: processedReleased September 20, 2019

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Unity Compatibility

Minimum Unity: 2019.1 (10f1)

🔄 Changes

  • Run-Time API
  • - Deprecated `Broadphase.ScheduleBuildJobs()` and provided a new implementation that takes gravity as input.
  • - Deprecated `CollisionWorld.ScheduleUpdateDynamicLayer()` and provided a new implementation that takes gravity as input.
  • - Deprecated `PhysicsWorld.CollisionTolerance` and moved it to `CollisionWorld`.
  • - Deprecated `ManifoldQueries.BodyBody()` and provided a new implementation that takes two bodies and two velocities.
  • - Added `CollisionEvent.CalculateDetails()` which provides extra information about the collision event:
  • - Estimated impulse
  • - Estimated impact position
  • - Array of contact point positions
  • - Removed `CollisionEvent.AccumulatedImpulses` and provided `CollisionEvent.CalculateDetails()` which gives a more reliable impulse value.
  • Authoring/Conversion API
  • - Removed the following expired ScriptableObject:
  • - `CustomFlagNames`
  • - Removed the following expired members:
  • - `PhysicsShapeAuthoring.GetBelongsTo()`
  • - `PhysicsShapeAuthoring.SetBelongsTo()`
  • - `PhysicsShapeAuthoring.GetCollidesWith()`
  • - `PhysicsShapeAuthoring.SetCollidesWith()`
  • - `PhysicsShapeAuthoring.OverrideCustomFlags`
  • - `PhysicsShapeAuthoring.CustomFlags`
  • - `PhysicsShapeAuthoring.GetCustomFlag()`
  • - `PhysicsShapeAuthoring.SetCustomFlag()`
  • - `PhysicsMaterialTemplate.GetBelongsTo()`
  • - `PhysicsMaterialTemplate.SetBelongsTo()`
  • - `PhysicsMaterialTemplate.GetCollidesWith()`
  • - `PhysicsMaterialTemplate.SetCollidesWith()`
  • - `PhysicsMaterialTemplate.CustomFlags`
  • - `PhysicsMaterialTemplate.GetCustomFlag()`
  • - `PhysicsMaterialTemplate.SetCustomFlag()`
  • Run-Time Behavior
  • - Gravity is now applied at the beginning of the step, as opposed to previously being applied at the end during integration.
  • Authoring/Conversion Behavior
  • - Implicitly static shapes in a hierarchy under a GameObject with `StaticOptimizeEntity` are now converted into a single compound `PhysicsCollider`.

🔧 Bug Fixes

  • Fixed issues preventing compatibility with DOTS Runtime.
  • Fixed occasional tunneling of boxes through other boxes and mesh triangles.
  • Fixed incorrect AABB sweep direction during collisions with composite colliders, potentially allowing tunneling.
  • Fixed obsolete `MeshCollider.Create()` creating an empty mesh.
  • Fixed obsolete `ConvexCollider.Create()` resulting in infinite recursion.
  • Fixed simplex solver bug causing too high output velocities in 3D solve case.
  • Fixed bug causing custom meshes to be ignored on convex shapes when the shape's transform was bound to a skinned mesh.
  • Fixed Burst incompatibilities in the following types:
  • - `BoxGeometry`
  • - `CapsuleGeometry`
  • - `CollisionFilter`
  • - `ConvexHullGenerationParameters`
  • - `CylinderGeometry`
  • - `Material`
  • - `SphereGeometry`
  • Improved performance of `MeshConnectivityBuilder.WeldVertices()`.
  • Fixed a potential assert when joints are created with a static and dynamic body (in that order).

⚠️ Known Issues