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NVIDIA PhysX SDK

Results 147 PhysX issues
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Hi, I am currently using FleX in a pouring project in order to simulate different liquids in Unity such as water, oil and honey. I was wondering if you have...

Hi, I've been investigating a low occurence bug where raycasts fail after moving a lot of objects around. I think I finally found what is causing it. When switching to...

Hi, I'm trying to use PhysX mostly for collision detection and want to craft my own collision responses. I have a few questions: 1. What's the best way to achieve...

Hello, I am using non-blocking suspension sweeps for my vehicle simulation. Rejection angles are both set to 75° Recently I have encountered following problem: **Frame 1** **Frame 2** I don't...

Hi, we are getting a crash in `AABBTree::refitNode`, I am looking the callstacks and would like some advice on how to debug this further. Callstack: ``` [Inline Frame] PhysX_64.dll!refitNode(physx::Sq::AABBTreeRuntimeNode *)...

I'm trying to set up a ragdoll for a human and I'm using the PxArticulation feature for this. Now I need to set proper joint swing and twist limits, however...

fix `cA2wOut` typo in `DistanceJointSolverPrep` fix `mRa` typo in `ConstraintHelper`

The error is happening from here: https://github.com/NVIDIAGameWorks/PhysX/blob/4.1/physx/source/geomutils/src/mesh/GuBV4Build.cpp#L298 Is there a way that I can disable this error without touching the CMake files (e.g using CMake arguments or something similar)?

Fix for heap corruption in ExtendedBucketPruner due to missing parenthesis when allocating memory. The swapMap is written to like this `swapMap[mCurrentTreeIndex] = i;` a few lines below the allocation, which...

Hello, I have reduced coordinate articulation consisting from two links connected by revolute joint with TWIST motion. Root link is connected by fixed joint to RigidBody vehicle. I am trying...