Lifelike actions and reactions - adding physics to your game

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  • čas přidán 9. 06. 2024
  • From advanced 3D open worlds to the smallest 2D title, all games need physics to give them weight. In this video, Nicolas Borromeo and Vera Mommersteeg dive into Unity’s physics solutions for common use cases as well as challenges such as ghost collisions, tunneling, and unexpected bounces. You learn more about choosing and using NVIDIA PhysX, Unity Physics, or Havok Physics for Unity - and see how creators are integrating physics in their games.
    Speakers:
    Nicolas Borromeo, Senior Software Development Consultant, Unity
    Vera Mommersteeg, Senior Physics Developer, Unity
    #unity #gamedev
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Komentáře • 18

  • @dreamisover9813
    @dreamisover9813 Před 4 měsíci +3

    It's really nice that newer unity versions have that contact event

  • @Sharpyveyron
    @Sharpyveyron Před 4 měsíci +2

    How do u get on unity when the comferm email continue buttons doesn't work

  • @unlockener
    @unlockener Před 4 měsíci +3

    Great video 👍

  • @lightbug6103
    @lightbug6103 Před 4 měsíci +5

    17:47 The code on the left is not a good example. That code overrides the contact normals of all valid (a.k.a hasModifiableContacts == true) pairs. I've seen examples like that all over the internet, and even in their documentation page.
    The correct way of dealing with contact modification stuff per object is by checking if "this" object (the one with the script) belongs to the pair or not. If so, then do whatever you want.

    • @tryfinally
      @tryfinally Před 4 měsíci

      Subscribing to the ContactModifyEvent once and processing contacts in batch is OK and much more performant than having every object in your game subscribe separately and process the entire contact list looking for the one relevant contact.

    • @lightbug6103
      @lightbug6103 Před 4 měsíci

      @@tryfinally Yes you are right, that's why i said "per object" . What i really mean is that, if you want to use it as just another OnCollisionXXX message, then you need to identify the pair beforehand, unless you want to affect external pairs for some reason. The problem with some of these examples is that people might look at this "new" event and think it is similar to OnCollisionXXX.
      A better option would be having a dedicated system/controller that could handle each pair, and then notify each of the bodies separately in the same way OnCollisionXXX/OnTriggerXXX does. In my case, I have a custom OnContactModify callback which gives me the "other body" id, the current physics scene, and the pair. And like you said, it is a LOT faster when you have lots of bodies.

  • @NibbleByte
    @NibbleByte Před 4 měsíci +1

    Now I know what each collision detection mode does. It's not rocket science. Only physics science. :D

  • @infntegaming
    @infntegaming Před 4 měsíci

    Ok 👍

  • @samyaris8738
    @samyaris8738 Před 4 měsíci

    Where is Unity 6 ???

    • @tottallyNot
      @tottallyNot Před 4 měsíci +2

      There is no unity 6, they changed the naming to years, so your question shoukd be where is unity 2023 LTS

    • @v0ltdev
      @v0ltdev Před 4 měsíci +3

      ​@@tottallyNot they said they are going to change back to the old versioning, so 2023 LTS its going to be unity 6

    • @Heisenberg-SayTheName
      @Heisenberg-SayTheName Před 4 měsíci

      they said they will stop using that naming convention. so the next major release will be Unity 6, and not Unity 2023. @@tottallyNot

  • @angelaperez5248
    @angelaperez5248 Před 4 měsíci +1

    Interesting ♨now 🌟💗

  • @phantomedgedamascus2388
    @phantomedgedamascus2388 Před 4 měsíci

    game will never be the same again 😊

  • @ZombieGrinder60k
    @ZombieGrinder60k Před 4 měsíci +3

    This is a very VERY misleading name for the talk.

  • @Tortuap
    @Tortuap Před 4 měsíci

    That's good info, but that's old info. Nothing thrilling here.

  • @kishirisu1268
    @kishirisu1268 Před 4 měsíci +2

    Just pay install fee and Unity will do all the rest 😂😂😂