It can be me, but what ever I try I cannot get Unity Physics to work. I watched the instuction video on this forum and it is super simple. I created a box floor 10,1,10 added shape, body(static) and convert to entity components. Added a sphere in the air added the same components but body is dynamic. In the video this is all what is needed to for a simple physics simulation.
Whats happens is that when I press play the object disapear from scene view but are shown in entity Debugger.
I try this on different computers with (2019.3) (2019.2.17) and everytime I get this same behaviour.
It drives me crazy is it my issue of a Unity issue?
I had similar issues when there were colliders on child gameobjects of the prefab being converted. It would appear in the entity debugger but not render in the scene. The only workaround I found was to move the colliders up to the parent gameobject of the prefab. Here is a code snippet for my workaround of disabling any child colliders:
Transform myPrefab;
...
myPrefab.GetComponentsInChildren<Collider>(colliderList);
int numColliders = colliderList == null ? 0 : colliderList.Count;
for (int clIdx = 0; clIdx < numColliders; clIdx++)
{
Collider collider = colliderList[clIdx];
// Ignore colliders on the parent
if (collider.transform != myPrefab)
{
if (collider.enabled) { collider.enabled = false; }
//Debug.Log("[DEBUG] collider: " + collider.name);
}
}