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Asking "what should I learn / what tutorials should I consult?" is off topic here. Just ask "how do I accomplish this task".
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DMGregory
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I am working on a robotics simulation application in Unity. I want to replace the default physics engine, PhysX, with Mujoco. My goal is to enable a toggle within the Unity application to switch between using PhysX and Mujoco. Mujoco privesprovides better realism for certailcertain scenarios, but iI also want to leverage Unit'sUnity's default capabilities for simpler tasks.

Currently, I am new to Unity and have limited experience, so I would appreciate guidance on the following:

  1. What fundamental concepts or features of Unity and Mujoco should I learn to address this problem effectively?
  2. Are there any tutorials, documentation, or examples that demonstrate replacing Unity's physics engine with Mujoco?

    How can I integrate Mujoco so that I can use it instead of PhysX, in a way that still lets me switch back to PhysX when needed?

  3. Do I need to duplicate assets, scenes, or environments to implement both physics engines, or is there a more efficient approach?

    Do I need to duplicate assets, scenes, or environments to implement both physics engines, or is there a more efficient approach?

Any advice, resources, or pointers would be greatly appreciated!

I am working on a robotics simulation application in Unity. I want to replace the default physics engine, PhysX, with Mujoco. My goal is to enable a toggle within the Unity application to switch between using PhysX and Mujoco. Mujoco prives better realism for certail scenarios, but i also want to leverage Unit's default capabilities for simpler tasks.

Currently, I am new to Unity and have limited experience, so I would appreciate guidance on the following:

  1. What fundamental concepts or features of Unity and Mujoco should I learn to address this problem effectively?
  2. Are there any tutorials, documentation, or examples that demonstrate replacing Unity's physics engine with Mujoco?
  3. Do I need to duplicate assets, scenes, or environments to implement both physics engines, or is there a more efficient approach?

Any advice, resources, or pointers would be greatly appreciated!

I am working on a robotics simulation application in Unity. I want to replace the default physics engine, PhysX, with Mujoco. My goal is to enable a toggle within the Unity application to switch between using PhysX and Mujoco. Mujoco provides better realism for certain scenarios, but I also want to leverage Unity's default capabilities for simpler tasks.

Currently, I am new to Unity and have limited experience, so I would appreciate guidance on the following:

  1. How can I integrate Mujoco so that I can use it instead of PhysX, in a way that still lets me switch back to PhysX when needed?

  2. Do I need to duplicate assets, scenes, or environments to implement both physics engines, or is there a more efficient approach?

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How to Replace Unity's Default Physics Engine (PhysX) with Mujoco?

I am working on a robotics simulation application in Unity. I want to replace the default physics engine, PhysX, with Mujoco. My goal is to enable a toggle within the Unity application to switch between using PhysX and Mujoco. Mujoco prives better realism for certail scenarios, but i also want to leverage Unit's default capabilities for simpler tasks.

Currently, I am new to Unity and have limited experience, so I would appreciate guidance on the following:

  1. What fundamental concepts or features of Unity and Mujoco should I learn to address this problem effectively?
  2. Are there any tutorials, documentation, or examples that demonstrate replacing Unity's physics engine with Mujoco?
  3. Do I need to duplicate assets, scenes, or environments to implement both physics engines, or is there a more efficient approach?

Any advice, resources, or pointers would be greatly appreciated!