Changelog
All notable changes to this project will be documented in this file.
[0.2.2-preview] - 2020-04-16
Changed
HavokSimulation.StepImmediate()
is now provided and can be wrapped in a single Burst compiled job for lightweight stepping logic; however, it doesn't support callbacks; if callbacks are needed, one should implement the physics step using a set of function calls that represent different phases of the physics engine and add customization logic in between these calls; this should all be wrapped in a Burst compiled job; checkHavokSimulation.StepImmediate()
for the full list of functions that need to be called
Fixed
- Fixed a crash that would occur when adding a static body, while the AABB of an existing dynamic body contains world origin (0, 0, 0).
[0.2.1-preview] - 2020-03-19
Fixed
- Changing motion type of many bodies in a single frame no longer results in a crash.
- Trigger events are now consistently raised for penetrating bodies.
- Asking for collision/trigger events in scenes with no dynamic bodies no longer throws errors.
- Android ARM64 and ARMv7 can now be built together without any special actions. Android-specific instructions are removed from Supported platforms.
[0.2.0-preview] - 2020-03-12
Changed
HavokSimulation.ScheduleStepJobs()
now takesSimulationCallbacks
andthreadCountHint
separately as input arguments.Simulation.CollisionEvents
andSimulation.TriggerEvents
can now be used to iterate through the events directly using aforeach
loop, rather than only viaICollisionEventsJob
andITriggerEventsJob
.
Fixed
- Android ARM64 platform is now supported. Please see Supported platforms for details.
- Jobs implementing ICollisionEventsJob, ITriggerEventsJob, IContactsJob, IBodyPairsJob or IJacobiansJob can now be Burst-compiled in both editor and standalone player.
- Duplicate jobs for debug display (like FinishDisplayCollisionEventsJob) are no longer being scheduled, since only HavokPhysics variant of their systems (DisplayCollisionEventsSystem) is now running and covers both HavokPhysics and UnityPhysics simulation.
[0.1.2-preview] - 2020-01-10
Changed
- Unity Pro users now require a subscription, which is available in the Asset Store.
Fixed
- Reduced the sync tolerance. Now handling smaller deltas in position, rotation and velocity.
- Fixed the issue of uninitialized array when scheduling collision event jobs with no dynamic bodies in the scene.
- Fixed an issue where contacts were not being correctly disabled in an IContactsJob.
- The Havok Visual Debugger (VDB) is now always stepped, even when there are no dynamic bodies in the scene.
- Fixed the job handle ordering during step. This fixes errors when simulation callbacks were added.
- Fixed the VDB initialization to use the supplied port.
[0.1.1-preview] - 2019-09-20
- First public release
Changed
- The plugins are now free to use for everyone until January 15th 2020
Fixed
- Fixed potential IndexOutOfRangeException when executing IBodyPairsJob, IContactsJob or IJacobiansJob
[0.1.0-preview.2] - 2019-09-05
Fixed
- Bodies tagged for contact welding now actually get welding applied
[0.1.0-preview.1] - 2019-08-29
- First pre-release package version