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PhysX3 in Unity 5.0 
Anthony Yakovlev 
Unity Technologies
AGENDA 
 Intro 
 Rigidbody component overview 
 Cloth overview 
 WheelCollider overview 
 The last slide
Unite'14 Seattle: PhysX 3 in Unity 5.0
Unite'14 Seattle: PhysX 3 in Unity 5.0
Unite'14 Seattle: PhysX 3 in Unity 5.0
PhysX 3.3 brings us 
 SDK rewrite 
 Cleaner, better codebase 
 New subsystems: Vehicles, Cloth 
 Improved multithreading 
 (Some) compatibility issues
Unite'14 Seattle: PhysX 3 in Unity 5.0
Rigidbody component 
 Adaptive force is disabled by default 
8
Static, 
dynamic 
and 
kinematic 
bodies
Bodies 
 Static & kinematic bodies 
 primitive colliders 
 any mesh collider 
 Dynamic bodies 
 primitive colliders 
 CONVEX mesh colliders
Static bodies 
 Moving static colliders is now basically free 
 has been one of the most often causes of 
performance issues 
 static bodies are still cheaper than others
Triggers 
 Adding trigger restricts colliders: 
 primitive colliders 
 convex mesh colliders 
 e.g. no TerrainCollider
More about Rigidbody 
CCD 
skeletons 
are 
generated 
by 
the 
SDK 
automatically 
no 
64k 
limitation 
on 
bodies 
on 
the 
broadphase 
on 
desktop 
targets
MeshCollider 
 scaling mesh colliders is basically free 
SCALE by Steve Swink
Cloth 
15 
 Comes in place of SkinnedCloth & InteractiveCloth 
 Multithreaded 
 Designed with character clothing in mind
Unite'14 Seattle: PhysX 3 in Unity 5.0
Cloth 
 Decoupled from the main physics update 
 Needs to register colliders cloth would react on 
 SphereCollider 
 CapsuleCollider 
 conic capsule 
 Does not apply the forces back 
17
WheelCollider 
 Powered by the all-new PhysX Vehicles SDK 
 Tyre forces now work! 
 Input real world data 
 New gizmo 
18
Unite'14 Seattle: PhysX 3 in Unity 5.0
Performance 
 Core SDK is organised in tasks 
 helps on multicore devices 
 especially on modern desktops 
 Android NEON instruction set is supported 
 GPU cloth support is coming in 5.x 
 PhysX3 has faster algorithms: pruners, sleeping, queries 
! 
 http://physxinfo.com/news/11297/the-evolution-of-physx- 
sdk-performance-wise/ 
20
Performance insights 
 PhysX3 is 2x faster than PhysX2 on average 
 Weve seen up to 10x performance boost for some cases 
Stacks Spheres 
vs. 
mesh
Summary 
 Unity 5.0 physics is 2x faster than Unity 4.x 
 Multicore CPUs are now welcome 
 Unity 5.0 features fixes for long standing issues 
 The new WheelCollider can be used to simulate real-world 
vehicles 
 The new Cloth component is designed with character 
clothing in mind 
 PhysX3 is not 100% compatible with PhysX2, some tuning 
might be required to get your old projects running 
22
THANKS 
FOR 
COMING! 
CATCH 
ME 
@ 
HANDS-足ON 
LAB 
AREA 
Anthony 
Yakovlev 
anthony@unity3d.com 
@AnthonyYakovlev
Ad

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Unite'14 Seattle: PhysX 3 in Unity 5.0

  • 1. PhysX3 in Unity 5.0 Anthony Yakovlev Unity Technologies
  • 2. AGENDA Intro Rigidbody component overview Cloth overview WheelCollider overview The last slide
  • 6. PhysX 3.3 brings us SDK rewrite Cleaner, better codebase New subsystems: Vehicles, Cloth Improved multithreading (Some) compatibility issues
  • 8. Rigidbody component Adaptive force is disabled by default 8
  • 9. Static, dynamic and kinematic bodies
  • 10. Bodies Static & kinematic bodies primitive colliders any mesh collider Dynamic bodies primitive colliders CONVEX mesh colliders
  • 11. Static bodies Moving static colliders is now basically free has been one of the most often causes of performance issues static bodies are still cheaper than others
  • 12. Triggers Adding trigger restricts colliders: primitive colliders convex mesh colliders e.g. no TerrainCollider
  • 13. More about Rigidbody CCD skeletons are generated by the SDK automatically no 64k limitation on bodies on the broadphase on desktop targets
  • 14. MeshCollider scaling mesh colliders is basically free SCALE by Steve Swink
  • 15. Cloth 15 Comes in place of SkinnedCloth & InteractiveCloth Multithreaded Designed with character clothing in mind
  • 17. Cloth Decoupled from the main physics update Needs to register colliders cloth would react on SphereCollider CapsuleCollider conic capsule Does not apply the forces back 17
  • 18. WheelCollider Powered by the all-new PhysX Vehicles SDK Tyre forces now work! Input real world data New gizmo 18
  • 20. Performance Core SDK is organised in tasks helps on multicore devices especially on modern desktops Android NEON instruction set is supported GPU cloth support is coming in 5.x PhysX3 has faster algorithms: pruners, sleeping, queries ! http://physxinfo.com/news/11297/the-evolution-of-physx- sdk-performance-wise/ 20
  • 21. Performance insights PhysX3 is 2x faster than PhysX2 on average Weve seen up to 10x performance boost for some cases Stacks Spheres vs. mesh
  • 22. Summary Unity 5.0 physics is 2x faster than Unity 4.x Multicore CPUs are now welcome Unity 5.0 features fixes for long standing issues The new WheelCollider can be used to simulate real-world vehicles The new Cloth component is designed with character clothing in mind PhysX3 is not 100% compatible with PhysX2, some tuning might be required to get your old projects running 22
  • 23. THANKS FOR COMING! CATCH ME @ HANDS-足ON LAB AREA Anthony Yakovlev anthony@unity3d.com @AnthonyYakovlev