Search found 21 matches

by BrightBit
Fri Jul 15, 2016 2:55 pm
Forum: Questions and Help
Topic: [SOLVED] Port to Unity3D - Some Issues and Questions
Replies: 9
Views: 9148

Re: Port to Unity3D - Some Issues and Questions

1) .NET Core and the associated technology stack is FOSS, 2) Microsoft bought Xamarin and already had a pretty good relationship with Unity, 3) Unity was already working on IL2CPP as a means of addressing some of the platform problems, and 4) Unity joined the .NET foundation: I would be very surpri...
by BrightBit
Fri Jul 15, 2016 10:28 am
Forum: Questions and Help
Topic: [SOLVED] Interpolation and Vehicle Issues
Replies: 4
Views: 4878

Re: Interpolation and Vehicle Issues

Oh man, I should have been able to see that. I made the stupid assumption that because WheelShape.WorldTransform will return the interpolated or the uninterpolated state depending on the settings of the Space instance in use, Vehicle.Body.Position would do so too. I fixed it and it works like a char...
by BrightBit
Thu Jul 14, 2016 6:27 pm
Forum: Questions and Help
Topic: [SOLVED] Interpolation and Vehicle Issues
Replies: 4
Views: 4878

[SOLVED] Interpolation and Vehicle Issues

I didn't want to pollute my first thread with several topics, so I started a new one. Now, where I got the "Interpolation Mode" running and tried to add a vehicle instance, I noticed some related issues: 1. Calling Space.Update() instead of Space.Update(dt) while BufferedStates.Enabled and...
by BrightBit
Wed Jul 13, 2016 9:51 am
Forum: Questions and Help
Topic: [SOLVED] Port to Unity3D - Some Issues and Questions
Replies: 9
Views: 9148

Re: Port to Unity3D - Some Issues and Questions

I found the mistake that lead to the missing interpolation. It was code from the original unity fork of BEPU that tricked me into believing that Space.Update(dt) was used where instead Space.Update() was called all the time. Sorry. :oops: While searching for this "bug" I at least finally u...
by BrightBit
Mon Jul 11, 2016 1:04 am
Forum: Questions and Help
Topic: [SOLVED] Port to Unity3D - Some Issues and Questions
Replies: 9
Views: 9148

Re: Port to Unity3D - Some Issues and Questions

Thank you for your fast answers! :) Now, I wrote in my code space.BufferedStates.Enabled = true and space.BufferedStates.InterpolatedStates.Enabled = true but it still didn't work. So maybe there really is a small problem although I have to be honest: I don't even know yet what these buffered states...
by BrightBit
Fri Jul 08, 2016 2:54 pm
Forum: Questions and Help
Topic: [SOLVED] Port to Unity3D - Some Issues and Questions
Replies: 9
Views: 9148

[SOLVED] Port to Unity3D - Some Issues and Questions

I've compiled BEPUphysics v1.4.0 with Visual Studio Community 2015 for a use in Unity 3D 5.3.5f1. Therefor I changed the build settings of the projects BEPUphysics and BEPUutilities to use the target framework "Unity 3.5 .net Subset Base Class Libraries" and removed the conditional compila...