Low fidelity rigidbody, for havok and unity physics

Hello,

In the havok 0.51 roadmap (,Roadmap | Havok Physics for Unity | 0.51.1-preview.21), it was mentioned a low fidelity but high performance rigidbody. Is this one planned for a future release? The roadmap has disappeared from the havok 1.0 documentation and the havok team members (steveehavok, petarmhavok…) have not communicated on this forum since January.

In this thread, it was even mentioned that these should be implemented in the unity physics package: Lower-Fidelity Rigid Bodies (Havok)

they were being implemented at that time
So, are they still planed? They would be handy.
Thanks

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I just want to say this would also be desirable for Unity Physics(given havok is only a feature of pro or industrial now)

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Would be amazing for large scale physics!

Be aware that these rigidbody come with some constraints, they are not classic rigidbody but rather secondary ones, to add for example debris effects. See the forum post above, where steveehavok lists the constraints. Just as a reminder, this post has not been answered (it had two answers and was on the last question page, I don’t want it to be forgotten, thinking it has already been answered), but otherwise take your time to get a definitive answer, as long as I get one (negative or positive), i will be happy (and not uncertain if i can count on these or not)

:frowning:

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This is a PS4. From 11 years ago.
When will Havok be able to do that in Unity?
You left it out of the 2024 Unity Engine Roadmap.
Sorry, but this feature is very important to me so I cannot let you forget :slight_smile:
Can’t help but feel like second class citizens with the Unity integration as compared to everything else…