## [Samples Project for 0.3.2-preview] - 2020-04-20 ### Changes * Updated the following packages: * Removed DOTS Editor * Hybrid Renderer from `0.3.4-preview.24` to `0.4.0-preview.8` * Input System from `1.0.0-preview.5` to `1.0.0-preview.6` * Fixed character controller tunnelling issue. * Made standalone player quit (with exit code 1) if an exception is caught in BasePhysicsDemo or derived classes. ## [Samples Project for 0.3.1-preview] - 2020-03-19 ### Changes * Fixed a potential character controller tunnelling issue. * Removed the Lightweight RP package. ## [Samples Project for 0.3.0-preview] - 2020-03-12 ### Changes * Joint samples now correctly add new joint entity to prefab's linked entity group so they will be instantiated along with the rest of a prefab. * Renamed `StiffSpringJoint` to `LimitedDistanceJoint` to reflect changes in API. * Updated the following packages * Input System from `0.9.6-preview` to `1.0.0-preview.5` * Lightweight RP from `7.1.6` to `7.1.7` * DOTS Editor from `0.2.0-preview` to `0.3.0-preview` * Hybrid Renderer from `0.3.3-preview.11` to `0.3.4-preview.24` * Character controller improvements * `CharacterControllerUtilities.CheckSupport()` now uses a collider cast * Character now doesn't collide with triggers, but raises trigger events instead * Fixed the support check issue with slopes equal to MaxSlope * Fixed the returned support state when there are no supporting planes ## [Samples Project for 0.2.5-preview] - 2019-12-04 ### Changes * Added `CharacterControllerAuthoring.MaxMovementSpeed` to avoid large velocities coming from penetration recovery. * Improved the behavior of character controller walking on multiple objects or mesh triangles: * Fixed the problems with losing support state * Fixed the problems with being unstable due to interaction with steep slopes * Improved penetration recovery * Character controller is now using native lists instead of native arrays for constraints and query hits to avoid large preallocations. * Planet gravity sample now correctly randomizes mass of orbiting bodies. ## [Samples Project for 0.2.4-preview] - 2019-09-19 ### Changes * Fixed the issue with collider cast in character controller assuming ordered hits, potentially tunneling through objects. * When opening the Project with Unity `2019.3` below `0b5` it might be required to update the *Lightweight RP* package (com.unity.render-pipelines.lightweight) to version `7.0.1` and reimport the `Assets/Common` folder. ## [Samples Project for 0.2.2-preview] - 2019-09-06 ### Changes * Character controller changes include: - Character controller demo scenes merged into single scene. - Character controller can now use any collision filter, as opposed to previously being forced to set it to 'Nothing'. - Default max slope to climb is now 60 degrees. - Character controller can now use any collider, instead of previously being forced to use capsule. - Fixed a race condition problem with scheduling character controller jobs when their data is in multiple chunks. - Simple collisions between characters are now supported (not going through each other). - KeepDistance with a default of 2cm has been added to avoid character getting stuck in narrow passages. - User input is now projected onto supporting surface, incorporating its velocity into input. - CharacterControllerUtilities.CheckSupport() has been deprecated. Use the new CheckSupport() method that outputs the surface info. - CharacterControllerUtilities.CollideAndIntegrate() has been deprecated. Use the new CollideAndIntegrate() method that takes numConstraints as input. * Menu loader scene now supports keyboard and controller input. Controller input now maps correctly across platforms. Controls have been updated to the following: * Keyboard/Mouse * UI: * Arrow keys to navigate * [Return] to select * Character Controller - [WASD] to move - Mouse look - [Space] to jump - [LMB/Ctrl] to shoot * Vehicle - [WS] to accelerate/decelerate - [AD] to steer - [Left/Right] arrows to look - [Left/RightBracket] to switch cars * Controller: * UI * D-Pad to navigate * [West] to select * Character Controller - Left Stick to move - Right Stick look - [South] to jump - [Right Trigger] to shoot * Vehicle - [Left/Right Trigger] to accelerate/decelerate - Left Stick to steer - Right Stick arrows to look - [Left/Right Bumper] to switch cars ### Opening the Project with different Unity Editor versions * To open the project with Unity `2019.3.0b1` or later, it is currently required to upgrade the following packages: - *Hybrid Renderer* (com.unity.rendering.hybrid) has to be upgraded to `0.1.1-preview` - *Lightweight RP* (com.unity.render-pipelines.lightweight) has to be updated to version `7.0.1` - A reimport of the materials might be required when this is done while the Unity Editor is opened. ## [Samples Project for 0.2.0-preview] - 2019-07-18 ### Changes * `5a. Change Motion Type` demo illustrating how to swap the motion type of a rigid body. * `5b. Change Collider Size` demo shows how to dynamically resize a sphere collider. * `5c. Change Collider Type` demo shows a body's collider changing between a cube and a sphere. * Removed `4c. Newton's Cradle` demo * Removed `4d. Abacus` demo * Added a loader scene to more easily test all examples on a device. ## [Samples Project for 0.1.0-preview] - 2019-05-31 ### Changes * `1. Hello World` now uses convex hulls for letters. * `2b1. Motion Properties - Mass` shows a number of seesaws in anticipation of future stacking improvements. * `2b6. Motion Properties - Inertia Tensor` adds an example of infinite mass dynamic objects - i.e lock rotations. * `2c2. Material Properties - Restitution` shows the changes to the restitution model, with complex bodies bouncing more with high restitution values. * `2c3. Material Properties - Collision Filters` shows the filtering setup between potentially colliding objects * `2d1. Events - Triggers` shows a simple trigger use case that changes a bodies gravity fractor when inside the volume. - The more advanced trigger use cases capture state such as Entering, Overlapping and Leaving a trigger volume. - `2d1. Triggers - Change Material` shows set of triggers that change a bodies material when they enter the trigger volume. - `2d2. Triggers - Portals` shows set of triggers that transform a body to a new location and orientation while preserving local velocity. - `2d3. Triggers - Force Field` shows a trigger volume acting and a tornado moving through the world. * `2d2. Events - Contacts` shows a simple collision event used to apply an impulse to any body colliding with the tagged 'repulsor' body. * `4a. Joints Parade` demo shows the Prismatic Joint now locks rotation. * `4b. Limit DOF` demo shows the new Limit DOF Joint, locking body rotation and translation to various axes. * `4c. Newton's Cradle` demo shows how to cheat collision response to create a desktop toy. * `4d. Abacus` shows a desktop toy as an extreme test of the Limit DOF Joint. * `5. Modify` demos have been changed to use the new jobify approach to modifying simulation data. * Mouse Pick Behavior now ignores Static and Trigger bodies, illustrating a custom hit collector. * Joint Editors now lock the connected body offset to the local offsets, as suggested by the UI. * Debug Display changes include: - Colliders are displayed as solid. - Collider Edges can be display independent of solid Colliders. - Trigger events draw connecting line between overlapping bodies. - Collision events draw impulse half-way between colliding bodies. * Various tests have been added to confirm API changes and as comparisons for WIP and the upcoming Havok Physics release. ## [Samples Project for 0.0.2-preview] - 2019-04-08 ### Changes * Character controller now has a max slope constraint to avoid climbing slopes that are too steep. * Character controller now does another query to check if position returned by the solver can be reached. ## [Samples Project for 0.0.1-preview] - 2019-03-12 * Initial package version and sample project.