A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Sorry if im not really able to maintain this asset but maybe I can clarify how the transforms work. Its basically a seperated component, the...
Hello there, Optimizing it is quiet simple. Apply a trigger which catches all surrounding robots in y range. To now check, you simply have to...
Hello there, I infact catched your mail but didnt came around to answer you yet. Sorry for that! :/ Raycasting is currently under development....
To clear this up, im talking about a global pool for all cells. As I see it you are talking about a pool for each single cell? Well, of course...
Well, in most systems, you exchange one evil for the other. In this case, by reducing memory footprint you'll increase runtime cost to instantiate...
Hello there, Its been getting quiet silent around uPhysics the last couple of weeks. The release is still on its way and actively developed....
You'd want to create a pool class in order to shrink down your code. using UnityEngine; using System.Collections.Generic; public class...
I've so felt the same way! :P Using Unity terrain with uPhysics aint a problem. Technically, terrain mesh and terrain collider are two different...
I could definitely provide several implementations which use a) Cylinder colliders, b) RayCast(s), c) Capsule/CylinderCasts which will all have...
I wouldnt really call raycasting wheelcolliders to be fake. It doesnt really matter if you use a CylinderCollider, RayCast or...
Hello there! Just going to summerize this in points: 1) Will WheelColliders be available in v2.2? - Yes im pushing hard to get them done in v2.2...
Hello there, I've answered your mail!
Hallo there, Im sorry, I aswell noticed I missed a word in the response of this morning. The answers I've been giving were meant for version 2.2...
Your problem is unfortunately still content of uPhysics 2.2. However, we are finally in a state where we will not let you guys wait any longer....
uPhysics is designed to be run in a multithreaded fashion. With just one core its kinda hard for uPhysics to utilize this. Yet, the actual...
The reason behind the 10k P/Invokes wasnt about the fact of batching being usefull but more about common c++ physics libraries not being layed out...
Exactly this. Furthermore, most physics engines written with C++ will aswell not work out for a mainly managed simulation/server since by design...
Hello there, we've been heavily optimizing for unity 5 due to new possibilities via the profiler. We aswell already did several benchmarks showing...
Short answer, yes it COULD work with Ultimate Terrains. However, to give a more accurate answer I'd need a bit more of information as of how the...
Hello there, Previously uPhysics was a compiled version and uPhysicsPro shipped with the full source. We decided against this approach so now...