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PhysX 3.3.3 but no origin shift?

Discussion in '5.5 Beta' started by Arowx, Nov 29, 2016.

  1. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    OK PhysX has an scene origin shift feature -> http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/OriginShift.html

    In effect allowing you to move the world around the player and avoid accuracy problems in larger worlds.

    So this feature looks like it is definitely in the PhysX 3.3.3 API but I can't find any mention of Origin Shift in the Unity API?

    I can understand that you might be holding it back for a big terrain release, but it could help a lot of game developers making larger open world games.

    No mention of larger worlds or physics upgrades that mention origin shifting in the roadmap at all, why?

    Idea: The transform optimisation due to drop in 5.6 could be ideal to go along with an origin shift.
     
    Last edited: Nov 29, 2016
    MrEsquire likes this.
  2. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    The ability to shift origin would both save me incredible amounts of time and open up new possibilities.

    That said, I'm guessing they need to apply this origin shift to the renderer as well, so its more then a simple integration.
     
    Last edited: Nov 29, 2016
  3. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I'm not really up for unity introducing more bugs when Unity needs to:

    - fix all physics bugs
    - increase current script-physics performance (onStay etc)
    - do physics / ragdoll animator stuff

    All of that needs doing before origin shifting, which is of limited use when all the other systems need to be done first like GI, occlusion culling, AI, etc, all these systems need to be origin shift friendly (and bug free) first.
     
    MrEsquire likes this.