NativeBox2D is a native plugin to provide Box2D functions in Unity environment without performance loss, NativeBox2D integrates Box2D seamlessly into Unity and suppose to be the best 2D physics solution for Unity.
Messages sent by NativeBox2D, check Tests/CallbackTest.cs for sample usage.
Please check Example.scene for the basic usage of these components, as well as Testbed.scene for the usage of NativeBox2D API.
Notice:
Build for Windows standalone, Mac OSX standalone, Android is as easy as just Build&Run.
Build for iOS, please check Plugin/IOS/readme for detail instructions.
On second thought, I decide to add the source code to package in case I get involved in more important things.
Announcement goes here when it’s ready, stay tuned.
I construct a scene with 10 ropes, 30 nodes each. It turns out that NativeBox2D is 5%-10% faster than built-in physics.
PhysX support multi-threading, even hardware accelaration, make it very impressive in performance, however, when do 2D physics, it’s not very stable, especially do fast-moving physics, as well as lack of mouse joint, so I made NativeBox2D for my game.
I saw the demo for box2d a few weeks ago and it looked very impressive. Probably the main reason I was thinking about going for cocos2d before deciding on unity. Might give this a try, and hopefully it keeps getting supported
It’s a thin wrapper around Box2d, if you know how to use Box2D, you know how to use NativeBox2D as well I think, however, you can always contact me at pycerl et qq.com.
Box2D for Unity is a C# port of Box2D. Runtime performance is bad compared with its original C++ version.
NativeBox2D is a wapper around original Box2D, so it’s supposed to run as fast as it.
I’m really interested in this port. Does it work on indie version of Unity3D? Has been used in production? Are there any docs, example scenes to see it in action?.