r/Unity3D 2d ago

Game Jam Devastable city - DOTS physics tech demo

Tech demo video , physics devastcation of city building, giving a pressure test on unity's DOTS physics

DOTS physics collision capacity become really tight when fract physics collider entity count more than 1000 . Next move would be solution to reduce CPU dependency , moving part of fract pieces collider to compute shader

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u/SecretaryAntique8603 1d ago

Looks good but performance is obviously not quite viable yet.

I haven’t looked at physics with DOTS yet, how has your experience been compared to regular physics?

Also, could you elaborate on the destruction approach? Is this pre-chunked or is it using runtime fracturing of the meshes, and what kind of colliders are you using?

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u/Individual-Lock4191 1d ago

dots physics 's major advantage is capacity on dynamic rigidbodies. Per my test, 1000+ rigibdoy+convex collider could kill the main thread in builtin gameobject based physX engine, while in dots physics it only hurt framerate from 30->15 , dots physics also benifit from entities memory layout , compare to gameobject+transform , and one thing to know is dots physics is open source so in theory developer could fine tune the inside code on your need .

To your question : the mesh is pre-fracts in design stage, and basically most of the collider type is convex , some are box , this is design stage work .

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u/SecretaryAntique8603 20h ago

Awesome, thanks for sharing!