Unity physics joint baking(from a UnityEngine.CharacterJoint) has seemed broken for some time? Am I missing something on this? I see a legacy physics define but that should be automatically enabled with the presence of the PhysX module right?
In the gif,(physics 1.0.0pre44) red capsules are dots converted joint, and green is physx: they have the exact same physx settings.
https://gfycat.com/showyalarmingacaciarat
I brought this up a while ago here https://forum.unity.com/threads/character-configurable-joint-conversion-0-50p43-seems-wrong.1287362/#post-8162060 and the result is the same for a complex ragdoll, no apparent limits set at all when baking.
#Unity Physics Joints baking broken?
1 messages · Page 1 of 1 (latest)
you should bump that thread since i think the physics people are watching that forum more closely these days, and clarify that it repros on the current version
bumped and reported as IN-34662, slightly clearer representation of how things differ after baking https://gfycat.com/personaladorableatlanticblackgoby
thanks! and i think probably most people use the dedicated unity.physics authoring components rather than baking from physx components
Indeed, even the example scenes don't use the legacy components.
The ragdolls in the example are created all through code.
Would probably be ideal if the examples team would add an example with the legacy component to validate they are working properly. As far as I remember it was mentioned that the plan was to have the legacy components work properly with unity physics for the 1.0 release correct?
I actually asked about those joint authoring components during the blitz day and yeah, was told (in one of the answers) the idea was to use the legacy components to achieve parity https://forum.unity.com/threads/physics-authoring-components.1371141/
i was doing things in code but i figured enough time had passed that I could use what was builtin? after the animation repo was ignored ive been gun shy about relying on github repos for anything🥲
They to a really good job in upgrading the samples repo, now all is in one (physics, ecs, netcode, graphics)