#Need more Entities Physics Package settings.
1 messages · Page 1 of 1 (latest)
Is there any way to change the deprenetration speed?
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?
And in short, no there are no additional parameters for Unity Physics yet.
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.
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.
The racquet is set to kinematic
And the ball to Dynamic
Are you updating the racquet at the same rate as the physics?
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
Yes
Or with a multiple
For example:
90hz / 1/90 timestep
90hz / 1/180 timestep
Doing multiples improves the ball interecting problem. But makes the ball fly away with collisions
Also the racquet jitters a lot from time to time
The only fix that I found is to ser the timestep to 1/100
How are you changing the time step?
One sec
World.DefaultGameObjectInjectionWorld.GetExistingSystemManaged<FixedStepSimulationSystemGroup>().Timestep = 0.01f;
Ok!
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.
Yes. That is me: https://forum.unity.com/members/daniel-holz.8120402/
Just posted