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In bepuphysics2, there is no built-in 'material' for individual bodies or collidables. Instead, it's handled through the I'd recommend reading through these: (Notably, while Unity is making progress and bepuphysics2 apparently works better in it than it used to, you should still expect a major performance penalty until it finishes some runtime work- or you jump through several hoops to integrate it as a native plugin.) |
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Hi @RossNordby :)
with these lines I register the "material" properties to the box, so that it can be retrived inside the callback? as for the parameters, what are the range of values in which to move? In the simulation I may use one single narrowphasecallback, but then why in your demos there are multiple definitions of them? |
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It has been a long time since I last used Bepu. Yesterday I was experimenting with Unity but its physics have limitations for what I was trying to do. I remembered BEPU, and saw if it was possible to use it within Unity. I found the AntoineCharton repository (with version 2.1 support), and tried using it in Unity.
It worked, and I updated the version to 2.2 (for 2.3.4 I had the problem of the Stepper that I have not seen / read how to configure it).
Anyway, I managed to get my test project to work:
pool table, rails, a ball and cue.
And the result alone in this way is much better than the Unity counterpart.
The problem is that now I should add the characteristics to the ball, the table and the sides, in terms of friction (static / dynamic) and rebound.
I tried to see the demo code, but I got lost. several things have changed since I used BEPU years ago.
after creating an object, how do i assign these properties to it?
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