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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.

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.