#Need more Entities Physics Package settings.

1 messages · Page 1 of 1 (latest)

frosty cipher
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Are there more settings apart from the "Physics Step" authoring component?

I'm looking for:

  • Default Solver VELOCITY iterations.
  • Enable adaptive force.
  • Friction type: "One directional".
  • Solver type: "Temporal Gauss Seidel".

And anything else that might be available.

Thanks for your time!

frosty cipher
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Is there any way to change the deprenetration speed?

vast shoal
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Hi @frosty cipher . These are all PhysX engine specific parameters, apart from the Temporal Gauss-Seidel solver which is essentially a position based dynamics solver with sub-stepping. What problem are you trying to solve?

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And in short, no there are no additional parameters for Unity Physics yet.

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At least on the general solver level. Again, it would be great to get a better understanding of the issue you are trying to solve.

frosty cipher
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I’m making a Tennis game in VR using Entitites Physics. And after trying to increase Physics timestep (with a configuration that matches the refresh rate), increase the solver, make the Racquet follow the hand in multiple different ways always using forces or velocities… Collision is still inconsistent with the racquet. And sometimes the ball flies away on small impacts. And the ball gets inside the racquet usually for a frame or two.

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The racquet is set to kinematic

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And the ball to Dynamic

vast shoal
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Are you updating the racquet at the same rate as the physics?

frosty cipher
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I’ve been working on the physics for over a year now and honestly I don’t know what to do to fix it anymore

frosty cipher
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Or with a multiple

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For example:

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90hz / 1/90 timestep
90hz / 1/180 timestep

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Doing multiples improves the ball interecting problem. But makes the ball fly away with collisions

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Also the racquet jitters a lot from time to time

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The only fix that I found is to ser the timestep to 1/100

vast shoal
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How are you changing the time step?

frosty cipher
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One sec

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World.DefaultGameObjectInjectionWorld.GetExistingSystemManaged<FixedStepSimulationSystemGroup>().Timestep = 0.01f;

vast shoal
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Ok!

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I would suggest you create a post about the specific issues you are facing in the Unity Forum in the "Physics for ECS" section.
https://forum.unity.com/forums/physics-for-ecs.422/

If you ping me in the post or in a comment I will make sure we are going to check it out.

frosty cipher
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Ok thanks for your time!

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To ping you I just write @vast shoal right?

vast shoal
frosty cipher
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Just posted