StillDesign
StillDesign
@daveycakes Hey, was happy to see your branch as I've also come up against this issue right at the end of a project. I'm using silverstripe CMS which has the...
Hi, I've updated it to .NET 6.0, PhysX 4.1.2 and VC143 runtime: https://github.com/stilldesign/PhysX.Net/tree/412-net6 I think might be a problem with PhysXDevice64.dll being VC142 though. So atm you might need 2...
Hey, apologies for the late reply, I've been on holiday again :P Attaching and detaching shapes as far as I can remember wasn't too hard to get working, except it...
Hey, I've done some work regarding attaching and detaching shapes, check out the 'DetachShape' branch and let me know if it's working for you and if there's anything missing/buggy :)...
There's two ways to create Shape's now, actor.CreateShape() and physics.CreateShape() If an actor is created on an actor (actor.CreateShape()), and you DetachShape(), it will be disposed of immediately If an...
Currently only the `AttachShape` method is there (`RigidActor.AttachShape`) What's needed is - * `RigidActor.DetachShape` * `Physics.CreateShape` to create an 'orphaned' shape which can be attached at a later stage It's...