Update:
SWIG wrapping produced a number of implicit call errors within the .cs repository. Once those were debugged and sorted, I've got what appears to be an operational chrono c# module and .cs library.
I've managed to create a basic scene and attach a 'Chrono physics object' script to parse Unity cubes/boxes (haven't worked on convex hulls yet) into the chrono engine.
The "Chrono World" also required a world-manager type script attached to an empty object in my scene (and the script set to run prior to the physics objects). This then enables all the objects to 'enter' the same Chrono controlled physics world (and not create simultaneous, non-interacting worlds, as I found out the hard way).
Here's what I did:
1/ Create a basic Unity scene
(I built in Unity 2021.3.19f1)
2/ Copy Csharp chrono dll's and the Csharp SWIG generated folder of built .cs files into the project's Assets directory (can be under a directory you create called 'chrono' for simplicity)
3/ create an empty game object and attach the world manager script
4/ create a bunch of cubes and attach the physics object script to them and set 'fixed' 'collision on' etc. as required.
5/ hit play and cross your fingers ;)
I hope this is permitted, I've attached the c# scripts, feel free to take and adapt for yourselves. Please excuse my poorly commented framework and non-optimised
everything. It's all very rough and basic at this stage as I learn
Chrono's particulars, but it might help someone else looking to make use
of Unity.
