1b. Respresentations
sample highlighting graphical and physical representations of the world.1c. Conversion
sample, along with worked examples moving from GameObjects (Data & Logic) to DOTS.
1c1. GameObjects GravityWell
sample - showing Data conversion working but not Logic conversion.1c2. Covertible GravityWell
sample - showing Data & Logic conversion.1c3. DOTS GravityWell
sample - showing same scene without GameObject conversion.2a2. Collider Parade - Advanced
sample with extra setup samples involving multiple graphics mesh and/or multiple physics shapes.4. Joints\Ragdoll
demo to use new ragdoll joint interface and allow modification of joint limits.5d. Change Velocity
demo showing a local velocity change.5f. Change Surface Velocity
sample highlighting a conveyor belt use case with no moving parts.0.14.0-preview.2
0.7.0-preview.1
0.4.0-preview.8
to 0.5.1-preview.18
PrismaticJoint
example no longer includes MinDistanceFromAxis
or MaxDistanceFromAxis
parameters.RagdollJoint
example now takes perpendicular limits in the range of (-90, 90) rather than (0, 180).5d. Kinematic Motion
to illustrate different ways of moving kinematic bodies.2d1a. Triggers - Change Material
2d1b. Triggers - Portals
2d1c. Triggers - Force Field
2d2a. Collision Events - Event States
added to demonstrate new collision event approach.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.0.3.4-preview.24
to 0.4.0-preview.8
1.0.0-preview.5
to 1.0.0-preview.6
StiffSpringJoint
to LimitedDistanceJoint
to reflect changes in API.0.9.6-preview
to 1.0.0-preview.5
7.1.6
to 7.1.7
0.2.0-preview
to 0.3.0-preview
0.3.3-preview.11
to 0.3.4-preview.24
CharacterControllerUtilities.CheckSupport()
now uses a collider castCharacterControllerAuthoring.MaxMovementSpeed
to avoid large velocities coming from penetration recovery.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.2019.3.0b1
or later, it is currently required to upgrade the following packages:
0.1.1-preview
7.0.1
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.4c. Newton's Cradle
demo4d. Abacus
demo1. 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.
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:
Various tests have been added to confirm API changes and as comparisons for WIP and the upcoming Havok Physics release.
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