Coopting the PhysX 2D components is more difficult than 3D, particularly due to the unreliability of velocity-setting-based updates, but we can compromise with a "soft constraint" on 3D physics object to stay in their initial X-Y plane. This gives us "2.5D" type depth, anyway, and its sufficient for my personal game development purposes.
Coopting the PhysX 2D components is more difficult than 3D, particularly due to the unreliability of velocity-setting-based updates, but we can compromise with a "soft constraint" on 3D physics object to stay in their initial X-Y plane. This gives us "2.5D" type depth, anyway, and its sufficient for my personal game development purposes.