CheckBox uses float3 center, quaternion orientation, float3 halfExtents, CollisionFilter filter, QueryInteraction queryInteraction. My question is on the orientation and how that may or may not be applied to the calculation of the halfExtent points. As I understand it, I have a cube shape that I can rotate in a certain direction, then in order to use CheckBox that matches the shape and orientation of the cube shape, I simply pass the center, orientation of the cube and the halfExtents. When I rotate the cube, the CheckBox doesn't seem to rotate the halfExtent points in according to the new orientation that I passed from the cube shape. What is the proper way of using CheckBox() to match an existing cube shape? Any guidance that helps me solve this would be greatly appreciated.
#Unity.Physics.CollisionWorld.CheckBox() guidance on proper usage
1 messages · Page 1 of 1 (latest)
What do you mean by checkbox here? I can't find any checkbox in the entities physics package (https://docs.unity3d.com/Packages/com.unity.physics@1.2/manual/index.html)
Note that entities physics != unity normal physics, and when adding physics stuff to authoring gameobjects, they will be converted to entities physics components during baking, so thats what you'd need to interact with during runtime
@Tin disregard this post now, I was able to figure it out.