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Overview of Havok Physics in Unity - Unite Copenhagen

Unity via YouTube

Overview

Explore an in-depth overview of physics systems and workflows in Unity's Data-Oriented Technology Stack (DOTS) in this 42-minute conference talk from Unite Copenhagen. Gain insights into the design considerations behind Unity Physics and Havok Physics, understanding their distinct use cases and how they relate to classic GameObject-based physics concepts. Discover content authoring workflows for DOTS physics and learn the fundamentals of DOTS physics architecture and game code layer to optimize performance in DOTS-based projects. Delve into topics such as ECS overview, simulation pipelines, speculative contacts, deactivation, visual debugging tools, convex decomposition, and lower-fidelity rigid bodies. Join Havok's Steve Ewart as he guides you through the intricacies of physics implementation in Unity, providing valuable knowledge for game developers seeking to enhance their projects' physics capabilities.

Syllabus

Intro
Havok Powered Titles
DOTS Physics - ECS Overview
DOTS Physics - Data
DOTS Physics - StepPhysicsWorld
Unity Physics - Simulation Pipeline - Overlaps
Unity Physics - Simulation Pipeline - Solve
Simulation Differences - Havok Physics
Havok Physics - First!
Simulation Differences - Unity Physics
Simulation Differences - Behaviour - Penetration Recovery
Speculative Contacts - Against Mesh Triangles
Speculative Contacts - Rotate Contact Normals
Speculative Contacts - Unity Physics
Speculative Contacts - Havok Physics
Speculative Contacts - Vehicle Use Case
Havok Configuration - Deactivation
Simulation Differences - Deactivation
Havok Configuration - Visual Debugger
Tools - Unity Physics
Tools - Havok Physics - Name the Game!
Convex Decomposition
Air Density & Buoyancy
Lower-Fidelity Rigid Bodies
Questions?

Taught by

Unity

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