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Support optionally using Unity.Physics instead of Physx, when available

Open LogicalError opened this issue 5 years ago • 1 comments

LogicalError avatar Jul 18 '20 18:07 LogicalError

Instead of creating MeshColliders, create the appropriate physics components instead. Alternatively we could use the dots conversion pipeline and create physics entities directly, relying on live editing. Then we wouldn't need to create GameObjects for physics, which would simplify things wrt prefabs (where you're sometimes not allowed to delete GameObjects)

LogicalError avatar Sep 23 '20 11:09 LogicalError