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Releases: needle-mirror/com.unity.physics

1.3.15

14 Jan 23:09

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[1.3.15] - 2026-01-08

Changed

  • RigidBodyAspect and ColliderAspect marked as obsolete along with IAspect. In order to consolidate our API and improve iteration time, we have decided to remove Aspects in a future major release of Entities. Component and EntityQuery APIs should be used directly in the future instead of Aspects. Both Entities.ForEach and Aspects will remain supported in 1.x packages of Entities.

1.4.4

05 Jan 23:06

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[1.4.4] - 2025-12-16

Changed

  • Updated the Burst dependency to version 1.8.25
  • Updated the com.unity.entities dependency to version 1.4.4

Fixed

  • CollisionFilter.IsEmpty now correctly accounts for the CollisionFilter.GroupIndex value.
  • Fixed a bug when calling StepImmediate while using a SimulationStepInput struct which did not specify NumSubsteps would result in incorrect simulation. This would be observed for a project using StepImmediate that was created pre v1.4
  • Correctly set Connected Anchor of built-in joints in baked entity prefabs when Auto Configure Connected Anchor is enabled.
  • The BoxCollider.BakeTransform method now correctly limits the box bevel radius to half the minimum size of the new box, preventing invalid box collider properties.
  • Ensure that PhysicsColliders are unique when they are baked from unique Physics Shape or built-in Collider authoring components that are located within GameObject prefab instances. This fix addresses a regression introduced in a recent 1.4.x version, which caused baked colliders in this case to not be unique unexpectedly.
  • Make sure that the static broadphase in custom physics worlds is now updated correctly when the "Shared Static Colliders" option is used and static colliders are modified (see constructor CustomPhysicsSystemGroup(uint worldIndex, bool shareStaticColliders)). Prior to this fix, when moving or modifying the geometry of a static collider, collisions with static colliders would get missed in custom physics worlds.
  • The mass properties of compound colliders containing only polygon colliders now no longer contain NaN values.

1.4.3

31 Oct 00:37

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[1.4.3] - 2025-10-17

Added

  • The Force Unique Collider companion component can now be disabled in the Inspector. When disabled it will no longer cause its associated baked Unity Physics Colliders to be unique.

Changed

  • Updated the Burst dependency to version 1.8.25

Deprecated

Removed

Fixed

  • Baked Unity Physics Colliders that are forced to be unique will now produce stable collider blob hashes. This ensures that associated artifact IDs in your project will no longer change each time the project is re-imported. Note that baked colliders can be forced to be unique either via the "Force Unique" option in the custom Physics Shape authoring component, or via the Force Unique Collider companion component for built-in Colliders. Both approaches now support stable collider blob hashes.

Security

1.4.2

03 Oct 00:50

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[1.4.2] - 2025-09-05

Added

  • New maximum depenetration velocity properties in the Physics Step Authoring component allow controlling the maximum velocity with which intersecting rigid bodies separate. This can be useful in cases where contacts lead to deep intersections between colliders, consequently causing too aggressive, ejecting motions. The new Max Dynamic Depenetration Velocity and Max Static Depenetration Velocity properties control the maximum relative velocity that can be produced when separating intersecting dynamic rigid bodies, and the maximum relative velocity that can be produced when separating dynamic rigid bodies intersecting with static rigid bodies, respectively.

Changed

  • The maximum number of phases in the parallel constraint solver was increased from 16 to now 64, leading to significant speed-ups in parallel constraint processing by the ParallelSolverJob in situations where the body-constraint graph topology would have caused the graph coloring algorithm to run out of colors (phases). In the latter, all affected constraints were processed in serial at the end of each solver iteration by only a single job worker thread, thereby wasting significant computational resources and causing an unnecessary slowdown in every solver iteration. This is no longer the case with this change. The resultant performance improvement can be observed among others in the Planet Gravity sample scene in the PhysicsSamples project.
  • Updated Burst dependency to version 1.8.23

1.4.0-pre.4

24 Jul 22:13

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[1.4.0-pre.4] - 2025-07-11

Added

  • New TerrainCollider.Create function variant that allows customizing the triangulation pattern of the created terrain collider's cells by flipping their inner diagonal edge, thus enabling users to align the physics collision representation with their visual terrain mesh.
  • A newly introduced Detailed Static Mesh Collision feature enables enhanced collision detection precision for interactions with static meshes, effectively eliminating ghost collisions that can otherwise frequently occur in the presence of small mesh triangles or at high motion speeds. To enable the feature select the "Detailed Static Mesh Collision" option in the "Advanced" section of your custom PhysicsShapeAuthoring component, or, If you are using built-in Collider components, add the new DetailedStaticMeshCollisionAuthoring component alongside your collider. For runtime-generated colliders, please use the EnableDetailedStaticMeshCollision parameter in the physics material.
  • Integrity checks for incremental broadphase. When integrity checks are enabled (see Project Settings -> Physics -> Unity Physics -> Enable Integrity Checks) the PhysicsTemporalCoherenceInfo component data of rigid body entities is validated against the internal state of the broadphase, to make sure the data is as expected. This allows detecting unexpected external modifications to this important bookkeeping data.

Changed

  • Parallelize jacobian updates for substepping without consideration of solver phases since there are no data dependencies
  • Safer access to nodes in BoundingVolumeHierarchy of broadphase, ensuring there are no out-of-bounds accesses.

Fixed

  • Fixed a crash when scheduling an IBodyPairsJob and an IJacobiansJob in a situation without any body pairs or jacobians present in the simulation.
  • Division by zero errors causing NaN values when a Capsule degenerates into a Sphere (occurs when Height = 2*Radius)
  • ConvexHull connectivity for flat convex colliders
  • Referenced prefabs in bakers with built-in joints incorrectly displayed the anchor position when the Auto Configure Connected Anchor flag was enabled.
  • Correctly compute the expansion space for convex / composite collision queries, preventing missed collisions in certain cases.
  • Pass the "Build Static Tree" flag to tree build job in single-threaded version of static tree update.
  • A specific use case has been patched which applies only to Mac Silicon devices using editor version 2022.3 and when a negative scale is used in the transform of a BoxCollider: The transform calculation from localToWorld matrix to quaternion doesn't return the correct value due to differences in the calculation of rsqrt(x). This is exhibited as BoxGeometry orientations returning a strange quaternion value when the scale is negative. This bug has been fixed in the editor.
  • Prevent invalid entries in incrementally built broadphase if it was built non-incrementally previously.

Security

1.4.0-pre.3

12 Jun 16:12

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[1.4.0-pre.3] - 2025-06-06

Changed

  • Updated Burst dependency to version 1.8.21
  • Updated the com.unity.entities dependency to version 1.4.0-pre.3

1.3.14

15 Apr 09:14

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[1.3.14] - 2025-04-11

Changed

  • Updated the com.unity.entities dependency to version 1.3.14
  • Updated the com.unity.burst dependency to version 1.8.19
  • Updated the com.unity.test-framework dependency to version 1.4.6
  • The minimum supported editor version is now 2022.3.20f1

Fixed

  • Incorrect capsule debug visualization when using non-default proportions in PhysicsDebugDisplay.

1.4.0-exp.2

14 Mar 17:13

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[1.4.0-exp.2] - 2025-03-07

Added

  • Added: The Physics Debug Display, previously only supported in the Editor, can now also be enabled in Player builds via the Physics -> Unity Physics -> Enable Player Debug Display project setting, or by directly adding the ENABLE_UNITY_PHYSICS_RUNTIME_DEBUG_DISPLAY scripting define symbol to your Player configuration. This will help debugging physics behavior directly in-game if required.

Changed

  • Updated the com.unity.burst dependency to version 1.8.19
  • RigidBodyAspect and ColliderAspect marked as obsolete along with IAspect. In order to consolidate our API and improve iteration time, we have decided to remove Aspects in a future major release of Entities. Component and EntityQuery APIs should be used directly in the future instead of Aspects. Both Entities.ForEach and Aspects will remain supported in 1.x packages of Entities.
  • Updated the com.unity.test-framework dependency to version 1.4.6
  • PhysicsShapeAuthoring now enforces a minimum height of 2 * radius for capsule colliders to prevent geometry inversion.

Removed

  • removing various material assets within unity/physics (PhysicsDynamicDebugMaterial.mat and Material.mat (HullGeneration scene)).

Fixed

  • Incorrect capsule debug visualization when using non-default proportions in PhysicsDebugDisplay.

1.3.10

24 Feb 14:11

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[1.3.10] - 2025-02-17

Fixed

  • Incorrect vertex orientation during baking process in Unity.Physics.CapsuleCollider where vertices were unexpectedly flipped in certain conditions.
  • Visual artifacts in PhysicsDebugDisplay where capsule edges were incorrectly rendered when Height < (2 * Radius).
  • Capsule edge stretching in PhysicsDebugDisplay that occurred with non-default height-to-radius ratios.

1.3.9

22 Jan 13:11

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[1.3.9] - 2025-01-16

Added

  • Added function PhysicsVelocity.ApplyAngularImpulseWorldSpace for applying angular impulse in world space

Changed

  • New ConfigurableJoint baking code that is capable of converting motors about all axes, not just X
  • ConfigurableJoint baking won't create empty UnityJoint (with no constraints) for unlocked linear and angular degrees of freedom

Fixed

  • The Enable Integrity Checks setting in the Project Settings under Physics -> Unity Physics now correctly reflects whether the integrity checks are enabled or disabled. Previously, the setting indicated the opposite.