Closed honehone12 closed 5 months ago
well, i have to go back to rapier and try with kinematic velocity based.
i found a important point. we can schedule system in substep for xpbd, but we cannot for rapier.
now we came back to #1. i'm not 100% sure, but controlling on FixedUpdate is not enough deterministic, custom collision detection should be scheduled in substep. anyway, xpbd is better for custom network engineering.
i will go with xpbd, i don't want read two api anymore.
i found new issue and i completely changed my mind #3
rapier this time for sure.
i thought xpbd is good but it is slow. of course this point will be improved, i believe. but in addition, xpbd has to be added rigidbody for every colliders. this is impossible for complex game world. (this point is not able to be abstracted with additional layer.)