I am developing a 2D game and use the features of DOTS (Burst, Jobs, ECS). I would also like to use DOTS for the implementation of the physics. However, this physics package seems to me to be designed for 3D.
At the moment I see two ways to do this:
Project Tiny. However, this has not been updated for a long time and I am not sure if this will be developed further.
Using the mesh shape from this package
Does anyone have any suggestions or advice on how I should proceed?
Thinking about the same thing as well.
Concerned with performance on low end mobile devices.
What did you end up choosing?
xSNOWM4Nx:
I am developing a 2D game and use the features of DOTS (Burst, Jobs, ECS). I would also like to use DOTS for the implementation of the physics. However, this physics package seems to me to be designed for 3D.
At the moment I see two ways to do this:
Project Tiny. However, this has not been updated for a long time and I am not sure if this will be developed further.
Using the mesh shape from this package
Does anyone have any suggestions or advice on how I should proceed?
Read at this post, another user posted the same question some months ago.
How are you,
I'm doing a 2d project, and using dots and ecs, but got to the point of collisiones, and found physics, but this works for 3d, and the physics2d project is linked to tiny project. My question is if someone adapted physic to work in a 2d environment. Since I tried to use a shape box, but without depth (Z=0). (Work only with X Y coordinates), but when using a dynamic body it does not collide with other objects that have Z=0. But if I place an object with Z <> 0, I do find a collisio…
In addition to that, I suggest looking at the scene called “4b. Limit DOF” in the public PhysicsSamples Repo. (EntityComponentSystemSamples/PhysicsSamples at master · Unity-Technologies/EntityComponentSystemSamples · GitHub ). It limits the degrees of freedom of the axis in a scene. Therefore, allowing you to stick to 2D while using physics.
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