![]() ![]() I'm a little concerned about lack of sleeping, though we don't have that many bodies, and no stacking. ![]() performance: We're running on mobile, with maybe a couple hundred rigidbodies at 72fps. (Think a pachinko game where every ball should always bounce in the exact same way.) PhysX is failing us here. repeatability: Within the same physics world, objects should collide in the same way, regardless of other objects in the world. Unity Physics seems to be a better approach. We've been using PhysX and it's actually shockingly deterministic for us, except for collision resolution. Our use case is an Oculus Quest VR game about building deterministic machines out of your own clones. We're considering moving to Unity Physics from PhysX, and I wanted to check in before I spend more time in this direction, considering the package is still in preview. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |