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Question by
Nathan Frost · Apr 07, 2013 at 03:14 AM ·
networkingmultiplayerserverclientphysx
How can I call PhysX's simulate() and fetchResults() directly?
I would like to call PhysX's simulate() and fetchResults() independently of Unity's FixedUpdate().
This would allow me to write a server that resimulated the game state in response to lagged client actions.
Is this possible? If so, how? If not, would Unity make this possible in a future update?
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