com.unity.physics 1.2.0-exp.3

com.unity.physics

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Notes: processedReleased November 14, 2023

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Unity Compatibility

Minimum Unity: 2022.3 (11f1)

Package Dependencies

Features

  • Added extension functions `PhysicsCollider.ToMesh()` and `Collider.ToMesh()` for the creation of `UnityEngine.Mesh` objects from colliders.
  • use of `PhysicsMaterial` instead of `PhysicMaterial` and `PhysicMaterialCombine` to `PhysicsMaterialCombine` API when the editor is newer than `2023.3`.
  • The `Layer Overrides` properties specified in `Collider` and `Rigidbody` authoring components are now baked into the `CollisionFilter` of the resultant Unity Physics colliders. For each individual `Collider` authoring component, the layer overrides on its `Rigidbody` and the collider itself are combined and together form the `CollidesWith` mask in the `CollisionFilter` of the baked collider. The collider collides with layers which are included, and does not collide with layers which are excluded. Furthermore, exclusions have precedence over inclusions.
  • `MassProperties.Scale` function allows uniformly scaling mass properties in a physically correct manner, assuming unit mass.

📈 Improvements

  • Update package `com.unity.mathematics` from `1.2.6` to `1.3.1` version.
  • Analytics API update to `SceneSimulationAnalytics.cs` file.
  • collider files renamed to `BoxCollider.cs`, `CapsuleCollider.cs`, `Collider.cs`, `MeshCollider.cs`, `SphereCollider.cs` and `TerrainCollider.cs`.
  • The `EnsureUniqueColliderSystem` now runs first in the `BeforePhysicsSystemGroup` instead of after the `AfterPhysicsSystemGroup`. A system that instantiates prefabs using unique colliders during runtime should run in the `BeforePhysicsSystemGroup` to avoid a bug where colliders would not be unique during prefab instantiation.
  • The minimum supported editor version is now 2022.3.11f1

API Changes

  • `RayCastNode` and `ColliderCastNode`

🔧 Bug Fixes

  • Prevent crash in debug display when exiting editor application.