Obi Official Forum
ObiFluid Tunneling Issue - Collisions - Performance tips - Gaps between particles - Printable Version

+- Obi Official Forum (https://obi.virtualmethodstudio.com/forum)
+-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html)
+--- Forum: Obi Fluid (https://obi.virtualmethodstudio.com/forum/forum-3.html)
+--- Thread: ObiFluid Tunneling Issue - Collisions - Performance tips - Gaps between particles (/thread-28.html)

Pages: 1 2


RE: ObiFluid Tunneling Issue - whack - 14-12-2021

(05-07-2017, 09:26 AM)josemendez Wrote: - Dynamic object using transform, has a mesh collider: BAD. will miss collisions pretty often, since particles are very small and the collider is a thin membrane.

What could cause tunneling through a mesh if the mesh happens not to be moving, and continuous collision detection is set to 1?


RE: ObiFluid Tunneling Issue - Collisions - Performance tips - Gaps between particles - josemendez - 14-12-2021

(20-12-2017, 11:00 AM)IgorKovalev Wrote: Hello!

I need to instantiate fluid emitters in runtime but can't do this. After I have instantiated emitter I place it's renderer to Camera's ObiFluidRenderer renderers list but it does not draws anything. Is it possible to instantiate emitters in runtime and what is the right way to do that?

Thank you!

Yes, it's possible! The manual contains code to do this:

http://obi.virtualmethodstudio.com/manual/6.3/scriptingactors.html

The only part that's missing in the sample code is adding the particle renderer to the fluid renderer. Can you share the code you're currently using?

kind regards,