Obi Rope
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Threads
- Saving Rope State during play? (4 Replies)
- How do I remove Gravity from Obirope at runtime? (1 Reply)
- Assigning target to ParticleAttchment component at runtime (7 Replies)
- Off-center collider issue (2 Replies)
- Fixed timestep issue (2 Replies)
- Capsule-based collision instead of spherical collision (1 Reply)
- Performance issue and massive frame drops (3 Replies)
- Creating Attachment Point at RunTime (2 Replies)
- Pulling on a slack rope laying on the ground (2 Replies)
- Reset rope starting shape? (4 Replies)
- CPU time-slice rope rendering/physics? (2 Replies)
- Prefab rope collision question (4 Replies)
- Collide between two ropes (1 Reply)
- Unpin particle in run time (3 Replies)
- [Obi Rope 3.2] Android ropes malfunctioning (0 Replies)
- 100% reproducible crash in Oni::RawPinConstraintBatch::EvaluateConstraint (5 Replies)
- [ObiRope 4.1] Start and end prefabs are not deactivated when a rope is. (2 Replies)
- Assistance needed with rope collisions (1 Reply)
- Setting ObiParticleAttachment ParticleGroup via script (6 Replies)
- Obi Rope 5 ObiRopeCursor.ChangeLength Array out of bounds exception (0 Replies)
- 2 questions (1 Reply)
- Ropes look fine in editor but not when built for Oculus Quest (2 Replies)
- Manual tearing via cript (21 Replies)
- Rope Car winch (2 Replies)
- 2d Line Renderer Not Updating (5 Replies)
- Rope optimization (1 Reply)
- Caps to cover then ends of rope. (3 Replies)
- Need Obi Rope plugin for unity2018.4 (0 Replies)
- Could obi implement this? (2 Replies)
- How change mass of each path in Update (0 Replies)