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Unity gives an in-depth look at the PhysX upgrade in Unity 5
Unity gives an in-depth look at the PhysX upgrade in Unity 5
July 8, 2014 | By Christian Nutt




In a new blog post on its official site, Unity goes in-depth on how it plans to integrate PhysX 3.3 into the upcoming version of its game engine, Unity 5. The currently-released version of the engine, Unity 4.5, integrates PhysX 2.8.3.

As always, the PhysX middleware handles a large number of physics calculations, including collision detection and Unity's implementation integrates PhysX directly into the engine -- that much is not changing.

The blog post details a number of ways in which Unity plans to continue to customize its implementation of PhysX for developers. The blog post also covers features of PhysX 3.3 that Unity developers will be able to take advantage of when the 5.0 version of the engine hits -- from enhanced collision to cloth simulation to a new vehicle SDK which "delivers much more realistic suspension and tire friction" and fixes issues found in the 2.x PhysX package.

To find out the nitty-gritty, head over to the Unity blog. To learn how to better use the current version of the engine, read this blog post about its new features.


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Comments


Wes Jurica
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Looking forward to the new PhysX stuff but their "solution" to moving static rigidbodies that is outlined in that post is very misguided. Craaaaazy...

Juan Mora
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Yeah. From my experience, moving static colliders is the most common rookie mistake in Unity (I also fell to it in my first unity project). So they probably needed to do something about it. Anyway, it would have been probably better to just leave a flag for people who know what they're doing.


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