ObiRope 3.2 Collision Position - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Rope (https://obi.virtualmethodstudio.com/forum/forum-4.html) +--- Thread: ObiRope 3.2 Collision Position (/thread-123.html) |
ObiRope 3.2 Collision Position - tbookout - 10-09-2017 These are changes I made to determine where a Rope particle hit a Unity Collider in 3.2. If someone has better solution please chime in! Code: void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e) To get ObiRope = pa.actor To get index of Particle = pa.indexInActor, To get collision point of Collider = collider.transform.InverseTransformPoint(contact.point)); (I use the above to Pin particle to object that was collided with) To get ObiCollider = collider.gameObject.GetComponent<ObiCollider>(); *EDIT* Just noticed that niZmo's code works for 3.2 as well. You can find a complete solution here: ObiRope 3.2+ and VRTK 3.3.0 alpha+ |