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nice try, aprils fool :p
Bullseye. Split physx to as much layers as you can. Especially triggers, so it will check for collisions only between objects that need it.
Hello Yant, what you are working on now regarding physx and what are nearest plans for it? Also thank you for detailed explanation of how new WC...
wow, I was sure it takes into account actual agent size when calculating path...
I dont get why you use rigidbody to move characters if you dont use physics to move them, just artificially changing their positions anyway?
Yup, its simple, do exactly like eaclou said, small capsules for moving body parts. You can use ragdoll wizard to see how to setup this(it makes...
Glad I could help ;)
Yes, asset store is almost always nice option, but in his case, unitys navmesh is definitely sufficient. Imo bigger problem is navmesh baking...
I got working 40 000kgs car in like 3 minutes... So sorry guys, but i won't waste anymore time to investigate this topic, because it looks like...
that was my friggin' idea, ya should credit me xd
Nope, its just programmin' language ;
If you really want RB on this, use it only on parent object. But with new physx you shouldn't have performance problems with moving colliders...
http://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
This is, I think because their whole vehicle sdk wasn't developed by physics experts, just normal nvidia devs/programmers that did some research...
But the error says "non-kinematic". So you could use primitives/convex meshes to detect collisions, and make your non-convex mesh collider without...
And my tip is go with c# from start, unityScript is waste of time.
http://speedy.sh/Xm4fa/carTest.7z Here ya have my working example. It is absolutely properly working, driveable car(I would say even kind of...
Do them as bones, and add to these bones rigidbody.
set its velocity to 0,0,0 or set rigidbody as kinematic
idk if you are not aware of that 5 is free? xd