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Author Topic: Replacing physics with Box2D?  (Read 5353 times)

weven

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Replacing physics with Box2D?
« on: September 14, 2013, 04:21:16 am »
Is it relatively straightforward to decouple 2DToolkit's physics from the other features and replace it with Box2D?

Providing support for this was mentioned in a couple of posts (see below) but did / will it ever eventuate?

This is kind of deal-breaker, Box2D is a requirement for a project..

Related posts:

http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,2531.msg12656.html#msg12656
http://forum.unity3d.com/threads/93287-2D-Toolkit-2D-in-Unity-made-simple-RELEASED/page61?p=973662&viewfull=1#post973662

profanicus

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Re: Replacing physics with Box2D?
« Reply #1 on: September 14, 2013, 04:29:05 am »
Unikron has said that they will be supporting Unity's upcoming native box2d implementation, but I doubt that will happen until some time after Unity 4.3 is released for obvious reasons.

Until then - 2d Toolkit doesn't really have physics per se, it just generates Unity colliders for you automatically. So you can set that to "none" and use whatever you like.

weven

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Re: Replacing physics with Box2D?
« Reply #2 on: September 14, 2013, 07:09:35 am »
Thanks!  Sounds as straightforward as I was hoping.

unikronsoftware

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Re: Replacing physics with Box2D?
« Reply #3 on: September 14, 2013, 03:23:04 pm »
Works with Box2D and even with Chipmunk right now if you set up the colliders yourself. As profanicus said, you can set it to None (or User Defined) and then set up any colliders, any way you like.

There will be support for Unity native physics the same way it works now. A beta will be released after Unity decide what they're doing with the 2D stuff - a lot seems up in the air at the moment, and don't want to be chasing after a moving target :)