[Physx 3.x] Absolute paths to SDK in project properties

In Project properties -> Include directories absolute paths are used, for example "C:\Program Files (x86)\NVIDIA Corporation\NVIDIA PhysX SDK\3.1\SDKs\...". So, project can not be compiled if SDK i...

Id #32633 | Release: None | Updated: Mon at 8:09 AM by stilldesign | Created: Apr 28 at 2:52 PM by Andrew1000000

[Physx 2.8.x] NullPointer when using ControllerManager

When using control manager, i get NullPointerException when closing/exiting from the application. Tried all sorts of magics, none worked >.<

Id #32318 | Release: None | Updated: May 2 at 11:08 AM by stilldesign | Created: Feb 26 at 8:49 PM by tpastor

[physx 2.8.x] Wrong flag on ClothMeshDescription

In original physx 2.8we could do this: ClothMeshDescription ClothMeshDescription = new ClothMeshDescription(); ClothMeshDescription.WeldingDistance = 0.0001f; Cl...

Id #32315 | Release: None | Updated: Mar 11 at 7:58 AM by stilldesign | Created: Feb 25 at 10:10 PM by tpastor

[Physx 3.x]Acessing Filters and Callbacks in SceneDesc

In C++ Physx, we have in SceneDesc some callback that we use to filter collisions and other stuffs. But i did not find them in the C# version. i sow in the code that you just plug the default ver...

Id #32292 | Release: None | Updated: Apr 30 at 12:41 PM by Andrew1000000 | Created: Feb 21 at 5:49 PM by tpastor

'Scene.Flags = ...' does not affect the value at all

When I attempt to set the Scene.Flags to any of the given values there is no effect (the Scene.Flags property remains unaffected). I need to enable collisions between Controller classes and Static ...

Id #31860 | Release: None | Updated: Dec 9 2011 at 5:56 PM by stilldesign | Created: Nov 30 2011 at 3:16 PM by panaias

Update PhysX.Net-3 to work with Visual Debugger

Running even the PhysX.Net-3 samples with the visual debugger shows up as an empty scene with nothing going on. While the Samples that come with PhysX 3.1 work just fine in the debugger.

Id #31700 | Release: None | Updated: Feb 21 at 4:02 PM by tpastor | Created: Nov 8 2011 at 4:51 AM by dragagon

Bug in ManagedToUnmanagedString

this function : const char* StillDesign::PhysX::Functions::ManagedToUnmanagedString( String^ string ) { return (const char*)Marshal::StringToHGlobalAnsi( string ).ToPointer(); } you did not clea...

Id #30172 | Release: PhysX.Net 0.12.0.0 | Updated: Mar 6 2011 at 3:05 AM by stilldesign | Created: Feb 15 2011 at 7:12 PM by ReeV

Memory leak in Scene::RaycastAllShapes

While tracking down memory leaks in our application, I noticed that a significant amount of Scene.RaycastReport objects and their collections of RaycastHit objects were not getting garbage collecte...

Id #28749 | Release: PhysX.Net 0.12.0.0 | Updated: Oct 3 2010 at 9:52 AM by stilldesign | Created: Sep 1 2010 at 3:43 PM by baierschmidtja

Fluid in 0.12.0.0 beta

G'day, Thanks for the great wrapper. I'm not sure if you're aware of this, but when creating fluid particles in 0.12.0.0, I get the following error: System.AccessViolationException {"Attempted to r...

Id #28057 | Release: None | Updated: Jul 16 2010 at 9:39 AM by sckeLL | Created: Jul 12 2010 at 12:38 AM by sckeLL

Utilities.PhysicsCollection.Instantiate() throws KeyNotFoundException

Hi! Whenever I try to instantiate a PhysicsCollection that was previously loaded using Utilities.LoadCollection(), I get a KeyNotFoundExceptions. It's thrown in Utilities::InternalUserNotify::NXU_...

Id #27205 | Release: None | Updated: Jun 1 2010 at 9:05 AM by stilldesign | Created: May 27 2010 at 4:39 PM by phobon