

I've implemented physx contact modifications on c++ few times already, for example I had a UE4 port that did whole physx wrapping for this from start to end ~UE 4.15. Unity's job system could be a nice way to handle the threading too for iterating through the contact set in parallel (if PhysX and Unity allows it) but I'm not sure if you can easily implement this on the plugin side. conveyor belt, normal variance for ground plane to limit jumping on the seams etc) and then enforce the preset rules on the callback. How I see it, in most cases you'd code the contact modification logic to run mostly on the callback itself to handle edge cases or implement some functionality that is setup somewhere else already (ie. This is meant as an early preview, we are working on exposing PhysX Immediate Mode and making a set of easy-to-start physics game object components on top of PhysX API.Ĭlick to expand.Having "don't access native Unity components within contact modify callback" limitation would be fine if the plugin itself exposes the direct physx wrappers for this purpose (so one could still get the managed side physx objects for the exposed contact set).

Please refer to the sample scenes and the sample code to see how to setup PhysX scenes. The package comes with samples that show some basic PhysX scenes, and most of the PhysX SDK documented in is exposed in the `NVIDIA.PhysX` namespace. This also should provide significantly higher performance and object counts than was possible with the previous approach. With this you can build custom physics simulations directly accessing the PhysX SDK, instead of accessing higher level physics components like RigidBody and BoxCollider. We're ready to share a different approach to exposing NVIDIA PhysX 4.1 inside Unity: we now have a low-level C# interface directly to the PhysX 4.1 API. The key difference is that this package can be imported to any supported Unity version and exposes a new set of components rather than replacing the original ones. Unity has released their own editor version that enables PhysX 4 here: We do not recommend using this for any production projects, it is meant for experimentation and early research into new PhysX 4 features. Notable PhysX 4 improvements include more accurate TGS solver and more robust reduced coordinates articulation.

The plugin largely replaces the existing Physics Components in Unity with a Px* version that exposes a similar interface. The current plugin version is tested with Unity 2018.2+ (.Net 4.x) and supports Windows 圆4. We've prepared a Unity package to enable access to NVIDIA PhysX SDK 4 from within Unity.Ĭurrently the plugin is in alpha, but we'd like to share it with the community to gather initial feedback before we release it wider.
