Simulating individual rigidbodies

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Simulating individual rigidbodies

Postby viggeen » Thu Nov 16, 2017 6:31 pm

Hello, i'm wondering if it is possible to simulate individual rigidbodies with Newton? This meaning that only one of many bodies in a world is simulated while all other remain in their current physical state. I've been looking into the NewtonBodySetFreezeState function but found it not to be accessible from the Unity plugin and thus rendering me unable to test.

If such a feat is possible with NewtonBodySetFreezeState (assuming it is the correct approach) how would one go about implementing the necessary function into the Unity plugin?
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Re: Simulating individual rigidbodies

Postby Julio Jerez » Thu Nov 16, 2017 7:57 pm

you can using NewtonBodyIntegrateVelocity
but that's not recommended because you never know if that body is connected to some other via a contact of a joint.

there is also on island update callback that you can use to stop the simulation of complete islands.
but these functionality has no be converted to Unity.
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