To test multi peer in single Unity Editor instance I need PhysicsSceneExtensions.SetPhysicsScene method
so I can create new scene with its own physics world and then set that world to newly loaded scenes.
Looks like it must be very easy to do this on C++ side.
My goal is:
scene_01_host - physicsWorld_01
scene_02_host - physicsWorld_01
scene_03_host - physicsWorld_01
Not sure how I can help but the only way to create/load a scene with its own dedicated physics “world” is to use the overloads that allow you to specify the LocalPhysicsMode.
Changing the physics “world” everything in a scene is using is highly non-trivial and it’d be quicker to just load it that way. You could also create an empty scene with its own physics “world” then move all the root objects in the scene to it but again, that’s not going to be as cheap as just loading it that way.
Is it possible/easy, at least theoretically, to add API that receives PhysicsScene handle in LoadScene so scene will be loaded with connection to exact physics world, instead of creating new one or using default?
Please push this request on Unity Tasks side, it will make life on Unity GO side + networking way better
It will be amazing if such feature lands into Unity 6 and if it will be backported to 2022 mmmm
Please take a note here if such feature will be at least planned for some Unity version
Thanks for your time