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Wreaking
An overview of Havok Physics in Unity
Steve Ewart
Adam Mechtley
— Havok + Unity Partnership
— Unity Physics - Systems
— Havok Physics - Simulation Differences
— Roadmap Ideas
Havok + Unity Partnership
4
Havok Powered Titles
— Over 700 shipped titles
— Across many platforms including Xbox One, PS4, Stadia, iOS, Android and more
Havok Powered Titles
Havok + Unity Partnership
7
See Adam Mechtley’s Unite 2019 talk
‘Get Moving: an overview of physics in DOTS’
Unity Physics
8
DOTS Physics – ECS Overview
9
Authoring
Data
GameObject
Conversion
Entity
Data
Build Physics
World
Physics
Data
Back-
end?
Simulate/Step
Unity Physics
Simulate/Step
Havok Physics
Export Physics
World
DOTS Physics - Data
10
Simulation Data In
— Collision Info
— Collider
— Transform
— Dynamics Info at t(0)
— Velocity
— Center of Mass
— Inertia Orientation
Simulation Data Out
— Dynamics Info at t(1)
— Velocity
— Center of Mass
— Inertia Orientation
— Events
— Collisions
— Triggers
Back-
end?
Simulate/Step
Unity Physics
Simulate/Step
Havok Physics
DOTS Physics – StepPhysicsWorld
11
Unity Physics – Simulation Pipeline – Overlaps
12
— Expanded AABB
— Linear Velocity
— Angular Velocity
— Find and Sort Overlapping Pairs
— Dynamic vs Dynamic
— Static vs Dynamic
— SimulationCallbacks.Phase
.PostCreateDispatchPairs
Unity Physics – Simulation Pipeline – Narrowphase
13
— Process Body Pairs
— Create Contact Points
— Build Joint Jacobians
— SimulationCallbacks.Phase
.PostCreateContacts
Unity Physics – Simulation Pipeline – Solve
14
— Build Contact Jacobians
— Friction
— Trigger
— SimulationCallbacks.Phase.
PostCreateContactJacobians
— For #Steps
— Solve Jacobians
— Static Contacts Last
Unity Physics – First – RoboCraftX
15
— https://store.steampowered.com/app/1078000/RobocraftX/
https://www.reddit.com/r/RobocraftExperiments/
Unity Physics - Systems
16
— BuildPhysicsWorld
— StepPhysicsWorld
— public interface ISimulation : IDisposable
— DummySimulation // No Physics
— Simulation // default Unity Physics
— HavokSimulation // Havok Physics
— ExportPhysicsWorld
Havok Physics
17
Havok Physics
18
Havok Physics
19
Simulation Differences
20
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Simulation Differences
22
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
23
Simulation Differences – Unity Physics
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Simulation Differences – Havok Physics
24
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
25
Unity Physics Havok Physics
Simulation Differences
26
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
27
Unity Physics Havok Physics
Havok Physics – First!
28
— @Nothke
Simulation Differences
29
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Simulation Differences – Unity Physics
30
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Simulation Differences – Havok Physics
31
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
32
Unity Physics Havok Physics
Simulation Differences
33
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Speculative Contacts – Against Mesh Triangles
34
Speculative Contacts
35
— Zero friction on block
— Highly tessellated terrain mesh
— Ghost collisions with edges of
upcoming mesh faces
36
Speculative Contacts – Rotate Contact Normals
Speculative Contacts – Unity Physics
37
— ModifyNarrowphaseContacts sample
— Rotates & scales terrain contacts to
point along Plane Normal
— Cheap
— Good enough for this specific use case.
Speculative Contacts – Against Bodies
38
Speculative Contacts – Unity Physics
— Worst case
— Bullet velocity 45o to canonical axis
— Bullet AABB expanded by velocity
— Overlaps with the walls
— Ghost collisions
— Collision response
— Velocity trimmed
40
Speculative Contacts – Havok Physics
43
— Behaviour
Speculative Contacts – Havok Physics
44
— Opt-in
— No ghost collisions
— No velocity reduction
— It just works
Speculative Contacts – Vehicle Use Case
45
— Redo GIF
Simulation Differences
47
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Havok Configuration – Deactivation
48
— Performance
Simulation Differences - Deactivation
49
Simulation Differences - Deactivation
50
— Not as simple as you might think! TM
Simulation Differences
51
— 12000 Dynamic Convex Hulls
— Static Concave Mesh
— Behaviour
– Penetration Recovery
– Stacking
– Restitution
– Speculative Contacts
— Performance
– Deactivation
– CPU Usage
Simulation Differences
52
— Unity Physics – 40 ms
— Havok Physics – 20 ms
Havok Configuration – Visual Debugger
53
— Tool Options
Tools
54
— Early Planet Gravity demo
— What is going on here?
Tools – Unity Physics
55
Tools – Havok Physics
56
Tools – Havok Physics
57
— Havok Visual Debugger
— Windows PC Client
— Remote Connection
— Scrubbable Timeline
— Data Visualisation
— Contacts
— Deactivation
— Motion Trails
— Heat Map
— Performance Metrics
— Simulation Interaction
Tools – Havok Physics
58
— Havok Visual Debugger
— Windows PC Client
— Remote Connection
— Scrubbable Timeline
— Data Visualisation
— Contacts
— Deactivation
— Motion Trails
— Heat Map
— Performance Metrics
— Simulation Interaction
Tools – Havok Physics - Name the Game!
60
Tools – Havok Physics
61
Tools – Havok Physics - Name the Game!
62
Tools – Havok Physics
63
Tools – Havok Physics - Name the Game!
64
Tools – Havok Physics
65
Havok Physics - Summary
66
Havok Physics
67
— Same Data
— Better Behaviour
— Better Performance
— Battle Hardened
— Available now from package
manager!
Havok Physics
68
— Initial Trial Package
— Fully Functional
— Expires January 15th 2020
— After Trial
— Free for Unity Personal
— Free for Unity Plus
— Subscription for Unity Pro
— $20 per month per seat
Roadmap Ideas
69
Convex Decomposition
70
Penetration Recovery
71
Air Density & Buoyancy
72
Lower-Fidelity Rigid Bodies
73
— 8x CPU Performance
— 6DOF
— 3DOF
Questions ?
74
Steve Ewart
steve.ewart@microsoft.com
Come find us at:
— Expo Partners Area
 Microsoft Game Stack Booth
— Expert Bar (Wed 3-5pm)

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Wreaking Havok: an overview of Havok Physics in Unity – Unite Copenhagen 2019

Editor's Notes

  1. Need Havok logo
  2. Back at GDC we announced a partnership with Unity to provide greater adoption of Havok Physics to Unity users * Created single data protocol for physics * More adoption of Havok Physics * Complete physics solution for Unity
  3. Back at GDC we announced a partnership with Unity to provide greater adoption of Havok Physics to Unity users * Created single data protocol for physics * More adoption of Havok Physics * Complete physics solution for Unity Emphasis cross platform Platform holders
  4. Over 700 titles released
  5. So let’s work together Common
  6. Created single data protocol for physics Unity Physics backend DOTS physics data representation and backend
  7. Data Component describe Physics World Build Physics World builds Collision World used for static queries This talk focusing on the Step Physics World which handles dynamic collision detection and response Export Physics World moves the updating dynamic physics data back to Data Component for other non-physics systems to consume
  8. https://docs.unity3d.com/2018.3/Documentation/Manual/ContinuousCollisionDetection.html#speculative Performance by default Speculative Continuous Collision Detection Expanded AABB with velocity
  9. Callback use to remove overlapping pairs Filtering that is very specific for a particular frame that is appropriate via collision filter. E.g turn of first x frames of an explosion
  10. Messing with Normals or dropping Tweaking with geometry information e.g. Backface culling Displacement map
  11. Tweaking with collision response e.g. fake infinite mas Soft contacts Surface velocity
  12. https://forum.unity.com/threads/unity-physics-discussion.646486/page-17#post-4993952 https://twitter.com/Nothke/status/1176282750833299458
  13. DummySimulation lets you turn of dynamics
  14. Using same data so just swap simulation Assuming working at level of Physics Components Simulation backends are different so worth knowing where
  15. https://forum.unity.com/threads/unity-physics-discussion.646486/page-17#post-4993952 https://twitter.com/Nothke/status/1176282750833299458
  16. Ghost collisions!
  17. Needed for Large timestep Fast moving object - Especially over flat tessellated meshes
  18. None flat Fast objects or large objects.
  19. https://docs.unity3d.com/2018.3/Documentation/Manual/ContinuousCollisionDetection.html#speculative
  20. Trivial deactivation is trivial Deactivation permeate every part of engine
  21. Scalable beyond 8 threads.
  22. Call to Action
  23. Physics Quality component