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  1. In Unigine Editor there are different kinds of shapes for Rigid body. For complex shapes I use an Autogenerated shape through Editor. These links show how to call different kinds of shapes through code, but I couldn't find an Autogenerated one. Is there an option to call an Autogenerated shape through C++ code? Shapes - Documentation - Unigine Developer Example: https://developer.unigine.com/en/docs/latest/start/quick_start/physical_objects/index
  2. Hello, I've been trying to understand how water/rigid bodies interaction are to be set up, but even though I had a deep look at the physics samples in Editor 1, I could not reproduce any of them in the Editor 2. Surely, I must be missing some crucial steps but I don't know where to look. Here is the step-by-step way I tried: 1-Start Editor 2 with a new default scene. 2-Creating the water: -Create Primitive Plane with 40x40m and 40subdisision. -Create Mesh from it and remove the node. -Then Create Object/Water Mesh with the water mesh just saved. And I move it up a bit to somewhere like (x,y,z)=(0,0,3) -Finally assign a "Water" body type to it [Note: at this step, the shading goes all wrong, with very tiny ripples on the water. Is this correct?] 3-Creating a buoy: -Create Primitive Box, and I move it up a bit, like (0,0,4) -Assign a "Rigid" boy type to it -Assign a Box shape to it, and tweak the mass to 0.01 so it's way less dense than the water Now, at this point, I would expect the box to be floating. But it simply goes to down to the default ground :( I played with the water Interaction, the water density, etc, to no avail. What did I miss ? Thanks
  3. Hello Is there an option to turn off damping of rigid bodies to simulate object movement in open space. I'm tried change parameters in "Physics settings" Linear damp to 0 and Frozen linear velocity and in Node->Body:Rigid->LDamping also Shapes->Friction and Restitution are set to 0 but after collision of two rigid bodies they slow down movement very fast and stop what do I need to set to make girid bodies unstopable/?
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