Convexify
Doji Technologies
$88.00
(no ratings)
Date |
Price |
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日時 |
価格($) |
10/10(2023) |
88.0 |
10/10(2023) |
61.6 |
10/24(2023) |
88.0 |
11/27(2024) |
88.0 |
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A cross-platform implementation of the VHACD algorithm to generate convex compound colliders at runtime.Achieve accurate real-time collision detection without compromising interactivity or frame rates with Convexify, the runtime solution for creating convex colliders on any platform!FeaturesRuntime Collider Generation: Whether it's procedural geometry or user-loaded models, Convexify empowers you to create convex compound colliders for arbitrary, non-convex meshes on the fly, ensuring precise collision detection for complex objects.Cross-Platform Compatibility: Implemented in C#, this asset seamlessly integrates with Unity on any supported platform, ensuring flexibility in your game development.Background Thread Computation: Computations can be run in the background, allowing for uninterrupted gameplay while dynamically generating complex compound colliders.For comments, suggestions and issues please contact us: support@doji-tech.comWeb DemoDocumentationForum ThreadThis package contains a C# port of the renowned VHACD algorithm, which is widely used in game/physics engines to speed up physics calculations because it can automatically create a set of strictly convex shapes approximating any complex geometry.In Unity, convex decomposition is required, if you want to have accurate dynamic Rigidbody collisions for a mesh with complex geometry. For more information, refer to the screenshots and the documentation.This library is specifically made for those who wish to do convex decomposition at runtime on any platform. It's implemented in pure C# and runs on all platforms that Unity supports.(Fully tested on Windows, WebGL and Android. Looking for beta testers for macOS, iOS & Linux.)LimitationsAsynchronous calculation is currently not supported on WebGL.Scope LimitationsThe asset currently does not contain any editor tooling (e.g. for modifying the colliders or serializing them as assets for later use). For authoring colliders at design-time in the Unity Editor, there are other tools available in the Asset Store that already do a good job at this.