moraaar

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Thank you @lumberyard-employee-dm. Tagging @dshmz and @amzn-changml from sig-build.

Android platform support has been submitted to the following PhysX fork where it will be maintained: https://github.com/o3de/PhysX For more details see the following discussion: https://github.com/NVIDIA-Omniverse/PhysX/discussions/58

iOS platform support has been submitted to the following PhysX fork where it will be maintained: https://github.com/o3de/PhysX For more details see the following discussion: https://github.com/NVIDIA-Omniverse/PhysX/discussions/58

Mac platform support has been submitted to the following PhysX fork where it will be maintained: https://github.com/o3de/PhysX For more details see the following discussion: https://github.com/NVIDIA-Omniverse/PhysX/discussions/58

Any updates on this? @dshmz @amzn-changml

Makes sense to me. Thanks for bringing this forward @hultonha. Question: Is this supposed to apply to ANY label? Maybe it's worth thinking which group of labels would be useful...

Blast Gem definitely needs to run on the server, when it breaks a mesh apart it creates sub-colliders which interact with the world and may affect physically to other entities...

When we triaged this bug in sig-core meeting we entered into a conversation about if "should blast & cloth be run on server", and I was asked to comment this...

I forgot, please also confirm you've built and run PhysX runtime (PhysX.Tests) and editor (PhysX.Editor.Tests) unit tests and that they all compile and pass.