com.unity.physics 1.4.4
com.unity.physics
Source docsNotes: processedReleased January 5, 2026
📈 Improvements
- Updated the Burst dependency to version 1.8.25
- Updated the `com.unity.entities` dependency to version `1.4.4`
🔧 Bug Fixes
- `CollisionFilter.IsEmpty` now correctly accounts for the `CollisionFilter.GroupIndex` value.
- Fixed a bug when calling StepImmediate while using a SimulationStepInput struct which did not specify NumSubsteps would result in incorrect simulation. This would be observed for a project using StepImmediate that was created pre v1.4
- Correctly set Connected Anchor of built-in joints in baked entity prefabs when Auto Configure Connected Anchor is enabled.
- The `BoxCollider.BakeTransform` method now correctly limits the box bevel radius to half the minimum size of the new box, preventing invalid box collider properties.
- Ensure that `PhysicsColliders` are unique when they are baked from unique `Physics Shape` or built-in `Collider` authoring components that are located within `GameObject` prefab instances. This fix addresses a regression introduced in a recent 1.4.x version, which caused baked colliders in this case to not be unique unexpectedly.
- Make sure that the static broadphase in custom physics worlds is now updated correctly when the "Shared Static Colliders" option is used and static colliders are modified (see constructor `CustomPhysicsSystemGroup(uint worldIndex, bool shareStaticColliders)`). Prior to this fix, when moving or modifying the geometry of a static collider, collisions with static colliders would get missed in custom physics worlds.
- The mass properties of compound colliders containing only polygon colliders now no longer contain NaN values.
