Crazy YOU can actually put physx and newton on the same body and it works without problems.. a stack of cubes is behaving as it should.
I had expected it would do crazy things and totally misbehave.. but it doesent.
That also means you should be able to join physx bodys with jointed newtons.
But one bad thing: The Terrain isnt working .. my physxnewtons are falling through with the normal mesh collider and when adding a newton tree collider unity crashes.
EDIT: I think i know why.. first of all it crashes becaue i dint give the tree colidera mesh .. so that has to be intercepted.
And the issue then is that the terrain is an asset and therefore theres is no mesh to reference to in the editor itself.
Workaround would be a script that get the actual meshdata from the terrain class so it can copy that and then the newton tree collider should work for that also.
That would be great if it can be fixed or made work.
And sometimes unity wont exit the application with the plugin. I didnt saved the scene and closed app then it hang forever. Cant say i had this without the plug but im not sure it is related yet.
Yeah so im off to a walk around the block .. but all in all great stuff thank you guys so much.
ONe things i have to add.. as i said you can mix physx and newtons on the same body .. and actually it looks like newton wins then when i look at the behaviour.. and i wondered why.. but this may come from the script execution time. since newton will be called later than physx i bet. So its a good question if that overides it completly or still both compute .. this will be better seen when used with joints and when used diffrent forces i guess.
And performance might come back quite a bit when changing to swig and pure native implementation.