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Extend Rope on Stretch
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Freezing a rope on runtime |
Posted by: Jesse - 28-01-2021, 10:00 AM - Forum: Obi Rope
- Replies (3)
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Hello!
In order to combat stretchy ropes and gaining some performance, I'm trying to freeze a rope 2 seconds after the player lets go of it and unfreeze it when the player picks it up again. I'm came across this response which helps a lot, I now instantiate the mesh and use that while the rope is frozen. However, I'm still running into an issue.
The rope is attached to an object using Particle Attachments. If the object it's attached to moves while the rope is frozen, the cable stays on it's frozen position.
How can I make sure the rope follows the object, even when it's frozen?
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How to fallow rope |
Posted by: eisen - 25-01-2021, 09:35 PM - Forum: Obi Rope
- Replies (1)
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When i press play i want my charachter follow the rope start to end. How can i follow with code ?
Do i need to get particle positions ? if so how can i reach particle positions from code ? or are there any alternative way ?
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Dynamic collisions (AR mesh colliders) |
Posted by: Adrien - 25-01-2021, 08:28 PM - Forum: Obi Fluid
- Replies (1)
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Hello,
We are currently working on a demo to showcase the new Apple augmented reality Lidar feature and we would like to use obifluid in order to make a cool fluid simulation effect.
Our current challenge is that meshing reconstruction of the environment is done in realtime and can change anytime at runtime. Whereas physics in obifluid is initialized at start and mesh collider is not intended to change during the simulation.
We know that dynamic mesh collider is not the best use case for physics engines and fluid simulation (tunneling issue and expensive computation).
For now our workaround is to update the mesh collider at runtime (as already discussed here) every X seconds. But this method causes some lag during this reinitialization.
We'd like to get your input in order to use obi fluid as best as we can.
We also had some ideas to explore but wanted to get your opinion on them first: - We have access to a depth map that gives us an estimation of the surrounding topology to extract the collisions infos; Is it possible to easily bind the depth values to the distance field approach of obifluid and is the initialization not to expensive?
- Maybe create an initialization process that involves multiple frames to avoid spikes of lag. For example by using coroutines and by waiting the end of the process before relaunching the simulation.
Thanks,
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