How can I use newest version in U3D? #233
Replies: 5 comments 7 replies
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according to MS documentation you want system.runtime.dll but i doubt it would work you need to either make unity use net6 or use bepuphysics previous version? |
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Unfortunately, there are a number of incompatibilities between bepuphysics2 and unity at the moment. I would recommend assuming that 2.4 and up are just not going to work until unity's runtimes are updated (check this thread for details: https://forum.unity.com/threads/unity-future-net-development-status.1092205/). If the goal is to just get anything working at all, you could start with the 2.3.X versions. You'll have an easier time getting things to build with that, but performance will still be extremely bad to the point that the unity built-in options are going to be better. There are three ways to get bepuphysics2 at full performance in unity:
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I am in general net 6 multiplatform hell as well.. it's not this
particular problem but all sound s very familiar to my last two weeks
netstandard 2.0 is supposed to be supported but it's No..if u have unity
souce code u might have a chance..also Microsoft made and upgrase-assistant
that almost worked for my tools and I only target desktop DC , gl and
apndroid. I would wiat this out if u can avoid and proceed with ur own
technology I wish I did not upgrade at this time to net6 library's which
don't work with .net48.. I just didn't want to not know and maybe get
subsumed.
it will get sorted ..what put me there intha net6 hell is I use monogame
whet fro 3.8 to 3.81.. all my net 48 parts in my level editir can't link to
net 6 libs. So then Im have to update everything..yes it's faster..lie
20percetn. So netstand 2.0 is a ghost ..4.8 legacy might work with
windows compatibility introducted by the upgrade assistant tool that makes
quote a mess but might help.. I guess I needed to do all this sooner or
later so I'm going all net6. I would just revert and wait months for
unity to sort it. That's why I went with monogame can I have the
source.. and even then it's hell for this transition..but man I got another
20% on my physics module just by building it at net6 not netstandard
…On Sat, Aug 20, 2022, 10:02 AM Ross Nordby ***@***.***> wrote:
Unfortunately, there are a number of incompatibilities between
bepuphysics2 and unity at the moment. I would recommend assuming that 2.4
and up are just not going to work until unity's runtimes are updated (check
this thread for details:
https://forum.unity.com/threads/unity-future-net-development-status.1092205/
).
If the goal is to just get anything working at all, you could start with
the 2.3.X versions. You'll have an easier time getting things to build with
that, but performance will still be extremely bad to the point that the
unity built-in options are going to be better.
There are three ways to get bepuphysics2 at full performance in unity:
1. Wait for the runtime updates,
2. Spawn another process to run the simulation (likely going to be
incompatible with some kinds of deployment, and annoying overall),
3. Write a C# wrapper for the incomplete and highly experimental C API
(
https://github.com/RossNordby/scratchpad/blob/main/Abomination/AbominationInterop/BepuPhysicsCPP/BepuPhysics.h),
compiled with NativeAOT and treated like a native plugin within unity.
(While this would in fact work, please treat this idea with the appropriate
level of disrespect for the abomination that it is :P)
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also take a look at Silk.Net in net Net foundation git .. i dont know how
much legacy code you are dealing with but you might not need Unity..its in
a usable state the the approach they are taking is very interesting, an API
scraper.
…On Sat, Aug 20, 2022 at 8:21 PM Damian ***@***.***> wrote:
I am in general net 6 multiplatform hell as well.. it's not this
particular problem but all sound s very familiar to my last two weeks
netstandard 2.0 is supposed to be supported but it's No..if u have unity
souce code u might have a chance..also Microsoft made and upgrase-assistant
that almost worked for my tools and I only target desktop DC , gl and
apndroid. I would wiat this out if u can avoid and proceed with ur own
technology I wish I did not upgrade at this time to net6 library's which
don't work with .net48.. I just didn't want to not know and maybe get
subsumed.
it will get sorted ..what put me there intha net6 hell is I use
monogame whet fro 3.8 to 3.81.. all my net 48 parts in my level editir
can't link to net 6 libs. So then Im have to update everything..yes it's
faster..lie 20percetn. So netstand 2.0 is a ghost ..4.8 legacy might work
with windows compatibility introducted by the upgrade assistant tool that
makes quote a mess but might help.. I guess I needed to do all this sooner
or later so I'm going all net6. I would just revert and wait months for
unity to sort it. That's why I went with monogame can I have the
source.. and even then it's hell for this transition..but man I got another
20% on my physics module just by building it at net6 not netstandard
On Sat, Aug 20, 2022, 10:02 AM Ross Nordby ***@***.***>
wrote:
> Unfortunately, there are a number of incompatibilities between
> bepuphysics2 and unity at the moment. I would recommend assuming that 2.4
> and up are just not going to work until unity's runtimes are updated (check
> this thread for details:
> https://forum.unity.com/threads/unity-future-net-development-status.1092205/
> ).
>
> If the goal is to just get anything working at all, you could start with
> the 2.3.X versions. You'll have an easier time getting things to build with
> that, but performance will still be extremely bad to the point that the
> unity built-in options are going to be better.
>
> There are three ways to get bepuphysics2 at full performance in unity:
>
> 1. Wait for the runtime updates,
> 2. Spawn another process to run the simulation (likely going to be
> incompatible with some kinds of deployment, and annoying overall),
> 3. Write a C# wrapper for the incomplete and highly experimental C
> API (
> https://github.com/RossNordby/scratchpad/blob/main/Abomination/AbominationInterop/BepuPhysicsCPP/BepuPhysics.h),
> compiled with NativeAOT and treated like a native plugin within unity.
> (While this would in fact work, please treat this idea with the appropriate
> level of disrespect for the abomination that it is :P)
>
> —
> Reply to this email directly, view it on GitHub
> <#233 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AD74XGPFUD64ZK7BIW43M3DV2D6SPANCNFSM57CSKLIA>
> .
> You are receiving this because you are subscribed to this thread.Message
> ID: ***@***.***>
>
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Hi, can bepuphysics2 not run as standalone and communicate with unity via UDP? It's fairly trivial to setup UDP communication and 500hz can probably achieved. According to unity one can simply run an external physics solution by uninstalling Unity physics and communicating in the fixedupdateloop with the external physics solution. |
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I try to use this pretty cool Physics Engine in Unity,But it has some conflict between .net 6.0(bepuphysics2) and .net framework4.7.1(Unity)
In detail,Unity don't contain System.Runtime.Intrinsics.dll and System.Numerics.dll is not the correct version,but when i try to put these from Microsoft.NETCore.App.Ref\6.0.7\ref\net6.0 to Unity pugins folder it do not work.
The error info is:"The name 'BitOperations' does not exist in the current context"(i try to put ver6.0 System.Numerics.dll in unity plugins folder but it still take this error)
So how can i deal with this problems?
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