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Give access to more rigidbody - transform syncing options
Moving physical objects with transform can cause a huge performance issues. It is possible to reduce it with autoSyncTransforms prop... Read more
Create Gravity Wells (like adding a collider or postprocessing on an obj...
I think the ability to add a gravity well like a collider and/or post processing on an object would be neat. Have it to where you se... Read more
Add physics colliders (Ex: movment resist, ground frictions, gavity(s), ...
Allow for a physics collider much like the post processing collider, but allow for physics changes in the area withing or excluded f... Read more
NVIDIA Blast, WaveWorks, HairWorks integration
Hello! Unity is one of the best game engines in the world. And NVIDIA has proven technologies like Blast, WaveWorks, HairWorks, etc... Read more
Better PhysX integration
I think there should be default components like fluids or destructible meshes, like Unreal It's useless to have PhysX included if w... Read more
Expose PhysX Dominance Groups
PhysX has a mechanism to allow Rigidbodies to "dominate" each other, which means that when two objects collide, only one of them has... Read more
RaycastCommand.ScheduleBatch should support NativeList or DefferedJobArray
Currently RaycastCommand.ScheduleBatch needs to know the count of RaycastCommands to perform at schedule time. It would be very usef... Read more
Physics.Boxcast(), Physics.OverlapBox() Debug Visualization in Editor
Like Debug.DrawRay() can be used to check Raycasts in the Scene View, it would be useful to display Boxcasts, Spherecasts etc. and O... Read more
Make Physics.reuseCollisionCallbacks reuse ControllerColliderHit objects
When using the CharacterController in a GameObject and declaring the OnControllerColliderHit (https://docs.unity3d.com/2018.3/Docume... Read more
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- Asset Store Layout and Assets Visibility Issues
- Tilemap Custom Offset and Collider
- Assertion failed on expression: 'slotIdx < m_Size' still persisted in latest 2018.3
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- unity package dependency
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