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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
PhysX 3.3 brings us 
• SDK rewrite 
• Cleaner, better codebase 
• New subsystems: Vehicles, Cloth 
• Improved multithreading 
• (Some) compatibility issues
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
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
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 
• We’ve 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-­‐ON 
LAB 
AREA 
Anthony 
Yakovlev 
anthony@unity3d.com 
@AnthonyYakovlev

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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
  • 3.
  • 4.
  • 5.
  • 6. PhysX 3.3 brings us • SDK rewrite • Cleaner, better codebase • New subsystems: Vehicles, Cloth • Improved multithreading • (Some) compatibility issues
  • 7.
  • 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
  • 16.
  • 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
  • 19.
  • 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 • We’ve 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-­‐ON LAB AREA Anthony Yakovlev anthony@unity3d.com @AnthonyYakovlev