#Difference between ECS & built-in physics

1 messages · Page 1 of 1 (latest)

modern thunder
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I'm trying to move my physic based game to the ECS. And ran into a problem with the difference in physics.
To give you an example, I put two identical spheres and boxes with the same parameters. But they behave noticeably differently
⚪ White sphere in built-in world
🟣 Pink sphere in ECS world

How can I solve this problem? Maybe there are other ECS Physics settingsUnityChanHuh

hollow perch
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Can you show physic shape and physics body?

reef minnow
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even if you compare the 2 ecs physics, unity and havok, they behave differently

modern thunder
# reef minnow even if you compare the 2 ecs physics, unity and havok, they behave differently

PhysX and Havok - different physics engine. But built-in physics and ECS physics - same physics engine - PhysX. it may work similarly.
I found some difference between built-in and ECS: default friction (.6 vs .5 ecs), default friction calculation (a + b) / 2 vs sqrt(a * b) ecs, limit of vertexes of convex shape 128 vs 32 ecs (native PhysX limit - 256).
I suspect there are more differences and hidden settings.

reef minnow
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esc physics isn't physx, completely different simulation

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i actually think unity got havok devs to write the original version of unity physics or something along those lines