Awesome
Compiling NewtonUnityPlugin
Windows supported only for now. It should work on any other OS too once the plugin is completed, but while the plugin is under development only a Windows project will be provided.
Step 1, Download and build the Newton Dynamics Library
The best option is to clone Newton from the following repository. https://github.com/MADEAPPS/newton-dynamics/
Open the following solution file. <newton install dir>\sdk\projects\visualStudio_2015_static_mt\build.sln
Choose Release & x64 and build the solution.
Finally, create an environment variable named NEWTON_DYNAMICS that points to the location where you cloned Newton. For example, if you cloned Newton to C:\newton-dynamics-master the environment variable should be C:\newton-dynamics-master without the slash in the end.
Step 2, Download and build the NewtonUnityPlugin
https://github.com/svenberra/NewtonUnityPlugin
Just open the solution file (NewtonUnityPlugin.sln) and build. (Visual Studio 2015) For now, choose Release and x64
NewtonPlugin & NewtonPluginEditor
NewtonPlugin & NewtonPluginEditor requires references to the assemblies UnityEngine.dll & UnityEditor.dll which you will find where Unity 3D is installed.
<Unity Installdir>\Editor\Data\Managed
Copy them over to the folder PluginBin to make sure you compile the plugin with the same dlls Unity are using.
Using NewtonUnityPlugin
After building the projects there will be three dlls in the PluginBin folder.
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NewtonPlugin.dll This managed dll(assembly) contains the runtime components(world, colliders, bodies and joints). In your unity project Assets folder, create a subfolder named Plugins and put it there.
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NewtonPluginEditor.dll This is another managed dll that contain editors for the above components. This plugin goes into a subfolder called Editor under the Assets folder.
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NewtonWrapper.dll This native dll contains the SWIG-generated C-functions that the managed dlls above use to access the Newton API. This plugin goes into the same folder as NewtonPlugin.dll
The plugins are compiled as 64-bit libraries by default so remember to compile Newton as 64-bit as well.
When Unity detects the plugins you will need to tell Unity if it's 64-bit or not. Just click on the plugin in the Assets view and check the 64-bit option.
Demo
Demos and examples can be found in the Demos folder.