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Getting actors from bodyA and bodyB in Obi 6.0? |
Posted by: MattS - 12-02-2021, 10:54 PM - Forum: Obi Softbody
- Replies (6)
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Hi!
I've updated to Obi 6.0 and replaced contact.particle with contact.bodyA and contact.other with contact.bodyB, but when I collide 2 actors now, after the first collision or so none of the contacts are the 2 actors involved in the contact; most are null.
Code: public void OnSoftParticleCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
foreach(var contact in e.contacts)
{
if(contact.distance<0.01f)
{
var thisActor = m_solver.particleToActor[contact.bodyA]; // often null
var otherActor = m_solver.particleToActor[contact.bodyB]; // often null
...
world.colliderHandles doesn't seem to be right either. I was wondering, what is the correct way to get the 2 actors involved in a softbody/softbody collision now?
Thanks!
Matt
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Detecting Particle Collision |
Posted by: berko - 12-02-2021, 02:07 PM - Forum: Obi Fluid
- Replies (1)
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Hi there,
-I want to detect particles contacting each other. Then I will try to move those particles together either applying force or setting their velocities.
I tried solver.OnParticleCollision but I doest work for me.
Thanks in advance
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Pulling Rigidbodies with bigger mass |
Posted by: Eddy13 - 11-02-2021, 02:15 PM - Forum: Obi Rope
- Replies (3)
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Hello,
I recently updated an old project and I see that there are some changes to the asset, and I can not recreate the old obi rope behavior that I had before. Unfortunately I could not find a solution in documentation, sorry if I missed it. Basically what I need is to use the rope to pull heavier objects. Kind of similar to crane example, but lets say if I need to pull Rigid body that has a mass of say 2000-4000. Right now if I try to pull a heavy Rigid body by changing rope length, the rope does not generate any pull. In the older Obi version I was able to set it up, but I don't remember exactly what I did, or did Obi rope had a much different behavior out of the box?
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