We need to combine multiple separately loaded PhysicsScene into one. We are loading them via Addressables.LoadSceneAsync() with
LoadSceneMode.Additive
localPhysicsMode.Physics3D
You’ll need to provide a comprehensive question first. It’s unclear whether you need separate physics scenes and why you’re not placing them all in the default global scene. You can move individual objects from Unity scene to Unity scene but that’s stock scene-management features as mentioned above.
I wrote all the PhysicsScene and PhysicsScene2D stuff including the physics world isolation and scene-management so I know everything about it.
@MelvMay thank you, right.
Yes, the solution above with just scene-management features - seems to be working fine. Also, it would be helpful to have and API that will allow to merge/combine two separate PhysicsScene into a single PhysicsScene. Or is there an API to do so ?
As a use case - a streaming world with ecs multiplayer - so that ECS only cares about PhysicsScene.
And what about same thing but on removal PhysicsScene from main PhysicsScene ?
That cannot work. The components themselves need to live in the same Unity scene. You cannot just moved the physics objects into a separate physics world (physics scene) but have the components in their own Unity Scene.
A Unity Scene uses either the global physics scene or its own private one. To “merge” you need to move all the GameObject and respective components into the same scene.