com.unity.physics 0.2.3-preview
Notes: processedReleased September 20, 2019
Unity Compatibility
Minimum Unity: 2019.1 (10f1)
Package Dependencies
🔄 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).
