Change Log | Havok Physics for Unity | 0.6.0-preview.3
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    Change Log

    All notable changes to this package will be documented in this file.

    [0.6.0-preview.3] - 2021-01-18

    Changed

    • Dependencies
      • Havok Physics now matching versions with Unity Physics packages.
      • Updated minimum Unity Editor version from 2020.1.0f1 to 2020.1.9f1
      • Updated Burst from 1.3.7 to 1.4.1
      • Updated Collections from 0.14.0-preview.16 to 0.15.0-preview.21
      • Updated Entities from 0.16.0-preview.21 to 0.17.0-preview.41
      • Updated Jobs from 0.7.0-preview.17 to 0.8.0-preview.23

    Fixed

    • [UNI-265] Adding multiple Joints to the same bodies, swapping bodies on a Joint, then deleting one of the bodies lead to an assert that crashed the editor.
    • [UNI-271] Fixed a crash involving compound colliders with terrain children where the CollisionMethod of the terrain is 'CollisionMethod.Triangles'.

    [0.4.1-preview.2] - 2020-10-14

    Changed

    Fixed

    • [UNI-251] Further improved performance of Havok Physics static body synchronization.
    • [UNI-259] Fixed strange behavior in "5f. Change Surface Velocity" demo with HavokPhysics, where surface velocity was accumulating between bodies. Now we are properly reading surface velocity from the HavokPhysics plugin before running an IJacobiansJob.

    [0.4.0-preview.1] - 2020-09-15

    Changed

    • Updated minimum Unity Editor version from 2019.4.0f1 to 2020.1.0f1
    • [UNI-233] Havok plugin is now based on 2020.1 version of Havok SDK
    • [UNI-29] Added HavokSimulation.SetStaticBodiesChangedFlag(NativeArray<int>). This sets the HaveStaticBodiesChanged in SimulationContext. This should only be used when HavokSimulation is created manually, as it is happening by default when the simulation is created in a standard way, using BuildPhysicsWorld and StepPhysicsWorld.
    • [UNI-29] Added HavokSimulation.SimulationContext.HaveStaticBodiesChanged. This member can be used to speed up static body synchronization on C++ side. It is a NativeArray<int> of size 1, and if HaveStaticBodiesChanged[0] == 1, static body sync will happen, otherwise it won't. This should only be used when using HavokSimulation.StepImmediate(), use HavokSimulation.SetStaticBodiesChangedFlag() otherwise.

    Fixed

    • [UNI-29] Improved performance of Havok Physics synchronization (static bodies are no longer needlessly synced every frame)
    • [UNI-232] Reduced size of compound collider/mesh collider AABB in cases where their bodies are rotated by some angle.
    • [UNI-241] Fixed a potential issue where events were skipped when happening in multiple parts of the scene, where each part contains both dynamic-dynamic events and dynamic-static events.
    • [UNI-247] Fixed no activation in reaction to filter change in the same frame the body gets removed.

    [0.3.1-preview] - 2020-07-28

    Changed

    • All systems now inherit SystemBase instead of ComponentSystem.

    Fixed

    • Fixed a crash when TerrainCollider uses CollisionMethod.Triangles.
    • Fixed a bug where Havok Physics plugin did not gracefully handle invalid Joints (e.g. when both Entities are Null).
    • Fixed an editor crash when maximum level of composite collider nesting is breached.

    [0.3.0-preview.1] - 2020-06-18

    Changed

    • Updated minimum Unity Editor version from 2019.3.0f1 to 2019.4.0f1
    • Updated Unity Physics from 0.3.0-preview to 0.4.0-preview.4
    • Removed expired API HavokSimulation.ScheduleStepJobs() signature without callbacks and thread count hint.

    Fixed

    • Fixed a crash when number of solver iterations is bigger than 255.
    • Fixed incorrect contact point positions reported through collision events.
    • Fixed behavior of joints to properly incorporate provided Constraint.SpringDamping and Constraint.SpringFrequency.

    [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; check HavokSimulation.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 takes SimulationCallbacks and threadCountHint separately as input arguments.
    • Simulation.CollisionEvents and Simulation.TriggerEvents can now be used to iterate through the events directly using a foreach loop, rather than only via ICollisionEventsJob and ITriggerEventsJob.

    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
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