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Question by gumboots · May 29, 2021 at 11:38 PM · physics2ddetermine

Determinism using Physics2D casts and overlaps (not Rigidbodies)

Hi all,

I’ve been reading about determinism and Unity physics, but I can’t figure out if the information applies to using casts (Physics2D.CircleCast) and overlaps (Physics2D.OverlapCircle). I believe they’re all generally referencing Rigidbodies, as people want physics objects to fall in exactly the same way, for example.

I am creating a replay system, however it doesn’t need to function across computers. I’m doing this by buffering inputs, and replaying them. It seems to be working well so far, but I’m wondering if down the road I will run into players seeing their replays go out of sync due to floating point errors or the like.

Basically, will Physics2D checks obtain exactly the same results on the same computer? Or can that not be relied upon? (Also I suppose it’s worth asking that if it will, will it also behave the same if I used the same inputs on another computer.)

Thanks!

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