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CookieSalad 提交于 2020-07-29 13:56 . Update UnityPhysicsSamples

[Samples Project for 0.4.1-preview] - 2020-07-28

Changes

  • Added simple 1b. Respresentations sample highlighting graphical and physical representations of the world.
  • Added simple 1c. Conversion sample, along with worked examples moving from GameObjects (Data & Logic) to DOTS.
    • New 1c1. GameObjects GravityWell sample - showing Data conversion working but not Logic conversion.
    • New 1c2. Covertible GravityWell sample - showing Data & Logic conversion.
    • New 1c3. DOTS GravityWell sample - showing same scene without GameObject conversion.
  • Updated 2a2. Collider Parade - Advanced sample with extra setup samples involving multiple graphics mesh and/or multiple physics shapes.
  • Updated 4. Joints\Ragdoll demo to use new ragdoll joint interface and allow modification of joint limits.
  • Added 5d. Change Velocity demo showing a local velocity change.
  • Added 5f. Change Surface Velocity sample highlighting a conveyor belt use case with no moving parts.

[Samples Project for 0.4.0-preview.5] - 2020-06-18

Changes

  • Updated the following packages:
    • Added Data Flow Graph 0.14.0-preview.2
    • Added DOTS Editor 0.7.0-preview.1
    • Hybrid Renderer from 0.4.0-preview.8 to 0.5.1-preview.18
  • The PrismaticJoint example no longer includes MinDistanceFromAxis or MaxDistanceFromAxis parameters.
  • The RagdollJoint example now takes perpendicular limits in the range of (-90, 90) rather than (0, 180).
  • Added 5d. Kinematic Motion to illustrate different ways of moving kinematic bodies.
  • Improved usability of trigger events and collision events:
    • Events (StatefulTriggerEvent and StatefulCollisionEvent) have states indicating overlap or colliding state of two bodies:
      • Enter - the bodies didn't overlap or collide in the previous frame, and they do in the current frame
      • Stay - the bodies did overlap or collide in the previous frame, and they do in the current frame
      • Exit - the bodies did overlap or collide in the previous frame, and they do not in the current frame
    • Events (StatefulTriggerEvent and StatefulCollisionEvent) are stored in DynamicBuffers of entities that raise them
    • Reworked following demos to demonstrate new trigger event approach:
      • 2d1a. Triggers - Change Material
      • 2d1b. Triggers - Portals
      • 2d1c. Triggers - Force Field
    • 2d2a. Collision Events - Event States added to demonstrate new collision event approach.
  • Exposed trigger events and collision events of CharacterController
  • CharacterController body is now using a CollisionResponse.None collision response on its body to avoid reporting duplicated collision/trigger events coming from the physics engine.
  • Demos/2. Setup/2b. Motion Properties/2b1. Motion Properties - Mass, Tests/Pyramids and a group of demos under Tests/Stacking now showcase new solver stabilization features/strengths and weaknesses/trade-offs.

[Samples Project for 0.3.2-preview] - 2020-04-16

Changes

  • Updated the following packages:
    • Removed DOTS Editor
    • Hybrid Renderer from 0.3.4-preview.24 to 0.4.0-preview.8
    • Input System from 1.0.0-preview.5 to 1.0.0-preview.6
  • Fixed character controller tunnelling issue.
  • Made standalone player quit (with exit code 1) if an exception is caught in BasePhysicsDemo or derived classes.

[Samples Project for 0.3.1-preview] - 2020-03-19

Changes

  • Fixed a potential character controller tunnelling issue.
  • Removed the Lightweight RP package.

[Samples Project for 0.3.0-preview] - 2020-03-12

Changes

  • Joint samples now correctly add new joint entity to prefab's linked entity group so they will be instantiated along with the rest of a prefab.
  • Renamed StiffSpringJoint to LimitedDistanceJoint to reflect changes in API.
  • Updated the following packages
    • Input System from 0.9.6-preview to 1.0.0-preview.5
    • Lightweight RP from 7.1.6 to 7.1.7
    • DOTS Editor from 0.2.0-preview to 0.3.0-preview
    • Hybrid Renderer from 0.3.3-preview.11 to 0.3.4-preview.24
  • Character controller improvements
    • CharacterControllerUtilities.CheckSupport() now uses a collider cast
    • Character now doesn't collide with triggers, but raises trigger events instead
    • Fixed the support check issue with slopes equal to MaxSlope
    • Fixed the returned support state when there are no supporting planes

[Samples Project for 0.2.5-preview] - 2019-12-04

Changes

  • Added CharacterControllerAuthoring.MaxMovementSpeed to avoid large velocities coming from penetration recovery.
  • Improved the behavior of character controller walking on multiple objects or mesh triangles:
    • Fixed the problems with losing support state
    • Fixed the problems with being unstable due to interaction with steep slopes
    • Improved penetration recovery
  • Character controller is now using native lists instead of native arrays for constraints and query hits to avoid large preallocations.
  • Planet gravity sample now correctly randomizes mass of orbiting bodies.

[Samples Project for 0.2.4-preview] - 2019-09-19

Changes

  • Fixed the issue with collider cast in character controller assuming ordered hits, potentially tunneling through objects.
  • When opening the Project with Unity 2019.3 below 0b5 it might be required to update the Lightweight RP package (com.unity.render-pipelines.lightweight) to version 7.0.1 and reimport the Assets/Common folder.

[Samples Project for 0.2.2-preview] - 2019-09-06

Changes

  • Character controller changes include:
    • Character controller demo scenes merged into single scene.
    • Character controller can now use any collision filter, as opposed to previously being forced to set it to 'Nothing'.
    • Default max slope to climb is now 60 degrees.
    • Character controller can now use any collider, instead of previously being forced to use capsule.
    • Fixed a race condition problem with scheduling character controller jobs when their data is in multiple chunks.
    • Simple collisions between characters are now supported (not going through each other).
    • KeepDistance with a default of 2cm has been added to avoid character getting stuck in narrow passages.
    • User input is now projected onto supporting surface, incorporating its velocity into input.
    • CharacterControllerUtilities.CheckSupport() has been deprecated. Use the new CheckSupport() method that outputs the surface info.
    • CharacterControllerUtilities.CollideAndIntegrate() has been deprecated. Use the new CollideAndIntegrate() method that takes numConstraints as input.
  • Menu loader scene now supports keyboard and controller input. Controller input now maps correctly across platforms. Controls have been updated to the following:
    • Keyboard/Mouse
      • UI:
        • Arrow keys to navigate
        • [Return] to select
      • Character Controller
        • [WASD] to move
        • Mouse look
        • [Space] to jump
        • [LMB/Ctrl] to shoot
      • Vehicle
        • [WS] to accelerate/decelerate
        • [AD] to steer
        • [Left/Right] arrows to look
        • [Left/RightBracket] to switch cars
    • Controller:
      • UI
        • D-Pad to navigate
        • [West] to select
      • Character Controller
        • Left Stick to move
        • Right Stick look
        • [South] to jump
        • [Right Trigger] to shoot
      • Vehicle
        • [Left/Right Trigger] to accelerate/decelerate
        • Left Stick to steer
        • Right Stick arrows to look
        • [Left/Right Bumper] to switch cars

Opening the Project with different Unity Editor versions

  • To open the project with Unity 2019.3.0b1 or later, it is currently required to upgrade the following packages:
    • Hybrid Renderer (com.unity.rendering.hybrid) has to be upgraded to 0.1.1-preview
    • Lightweight RP (com.unity.render-pipelines.lightweight) has to be updated to version 7.0.1
    • A reimport of the materials might be required when this is done while the Unity Editor is opened.

[Samples Project for 0.2.0-preview] - 2019-07-18

Changes

  • 5a. Change Motion Type demo illustrating how to swap the motion type of a rigid body.
  • 5b. Change Collider Size demo shows how to dynamically resize a sphere collider.
  • 5c. Change Collider Type demo shows a body's collider changing between a cube and a sphere.
  • Removed 4c. Newton's Cradle demo
  • Removed 4d. Abacus demo
  • Added a loader scene to more easily test all examples on a device.

[Samples Project for 0.1.0-preview] - 2019-05-31

Changes

  • 1. Hello World now uses convex hulls for letters.

  • 2b1. Motion Properties - Mass shows a number of seesaws in anticipation of future stacking improvements.

  • 2b6. Motion Properties - Inertia Tensor adds an example of infinite mass dynamic objects - i.e lock rotations.

  • 2c2. Material Properties - Restitution shows the changes to the restitution model, with complex bodies bouncing more with high restitution values.

  • 2c3. Material Properties - Collision Filters shows the filtering setup between potentially colliding objects

  • 2d1. Events - Triggers shows a simple trigger use case that changes a bodies gravity fractor when inside the volume.

    • The more advanced trigger use cases capture state such as Entering, Overlapping and Leaving a trigger volume.
    • 2d1. Triggers - Change Material shows set of triggers that change a bodies material when they enter the trigger volume.
    • 2d2. Triggers - Portals shows set of triggers that transform a body to a new location and orientation while preserving local velocity.
    • 2d3. Triggers - Force Field shows a trigger volume acting and a tornado moving through the world.
  • 2d2. Events - Contacts shows a simple collision event used to apply an impulse to any body colliding with the tagged 'repulsor' body.

  • 4a. Joints Parade demo shows the Prismatic Joint now locks rotation.

  • 4b. Limit DOF demo shows the new Limit DOF Joint, locking body rotation and translation to various axes.

  • 4c. Newton's Cradle demo shows how to cheat collision response to create a desktop toy.

  • 4d. Abacus shows a desktop toy as an extreme test of the Limit DOF Joint.

  • 5. Modify demos have been changed to use the new jobify approach to modifying simulation data.

  • Mouse Pick Behavior now ignores Static and Trigger bodies, illustrating a custom hit collector.

  • Joint Editors now lock the connected body offset to the local offsets, as suggested by the UI.

  • Debug Display changes include:

    • Colliders are displayed as solid.
    • Collider Edges can be display independent of solid Colliders.
    • Trigger events draw connecting line between overlapping bodies.
    • Collision events draw impulse half-way between colliding bodies.
  • Various tests have been added to confirm API changes and as comparisons for WIP and the upcoming Havok Physics release.

[Samples Project for 0.0.2-preview] - 2019-04-08

Changes

  • Character controller now has a max slope constraint to avoid climbing slopes that are too steep.
  • Character controller now does another query to check if position returned by the solver can be reached.

[Samples Project for 0.0.1-preview] - 2019-03-12

  • Initial package version and sample project.
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