void FixedUpdate()
 {
     if (currentPhysicsScene.IsValid())
     {
         if (!hasCopied)
         {
             copyAllObstacles();
             hasCopied = true;
         }
         currentPhysicsScene.Simulate(Time.fixedDeltaTime);
     }
 }
    public void predict(GameObject subject, Vector3 currentPosition, Vector2 launchVelocity)
    {
        if (currentPhysicsScene.IsValid() && predictionPhysicsScene.IsValid())
        {
            if (dummy == null)
            {
                dummy = Instantiate(subject);
                SceneManager.MoveGameObjectToScene(dummy, predictionScene);
            }

            dummy.transform.position = currentPosition;
            dummy.GetComponent<Rigidbody2D>().velocity = launchVelocity;
            //lineRenderer.positionCount = 0;
            //lineRenderer.positionCount = maxIterations;

            
            for (int i = 0; i < maxIterations; i++){
                predictionPhysicsScene.Simulate(Time.fixedDeltaTime);
                if (i % divider == 0){
                    dots[i/divider].transform.position = dummy.transform.position;

                }
                //lineRenderer.SetPosition(i, dummy.transform.position);
            }

            Destroy(dummy);
        }
    }
Example #3
0
        private void Start()
        {
            if (IsServer)
            {
                physicsScene         = gameObject.scene.GetPhysicsScene();
                simulatePhysicsScene = physicsScene.IsValid() && physicsScene != Physics.defaultPhysicsScene;

                physicsScene2D         = gameObject.scene.GetPhysicsScene2D();
                simulatePhysicsScene2D = physicsScene2D.IsValid() && physicsScene2D != Physics2D.defaultPhysicsScene;
            }
            else
            {
                enabled = false;
            }
        }
Example #4
0
        void Awake()
        {
            if (NetworkServer.active)
            {
                physicsScene         = gameObject.scene.GetPhysicsScene();
                simulatePhysicsScene = physicsScene.IsValid() && physicsScene != Physics.defaultPhysicsScene;

                physicsScene2D         = gameObject.scene.GetPhysicsScene2D();
                simulatePhysicsScene2D = physicsScene2D.IsValid() && physicsScene2D != Physics2D.defaultPhysicsScene;
            }
            else
            {
                enabled = false;
            }
        }
Example #5
0
        protected virtual void OnPhysics2D(PhysicsScene2D physicsScene)
        {
            if (!physicsScene.IsValid())
            {
                return; // do nothing if the physics Scene is not valid.
            }
            _physicsTimer += Time.deltaTime;

            // Catch up with the game time.
            // Advance the physics simulation in portions of Time.fixedDeltaTime
            // Note that generally, we don't want to pass variable delta to Simulate as that leads to unstable results.
            while (_physicsTimer >= Time.fixedDeltaTime)
            {
                _physicsTimer -= Time.fixedDeltaTime;
                physicsScene.Simulate(Time.fixedDeltaTime);
            }

            // Here you can access the transforms state right after the simulation, if needed...
        }