Problem about the joint of two objects - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Softbody (https://obi.virtualmethodstudio.com/forum/forum-12.html) +--- Thread: Problem about the joint of two objects (/thread-3452.html) |
Problem about the joint of two objects - 1128nakkojelly - 14-05-2022 Hi there, I met a problem while attach one Obi Softbody object to a normal object. As the picture showing above, the white part is a softbody, and the gray part is a normal object. My purpose is to link them together with no movement or mismatch, and it now does not work well. The following video is a screenshot of it, and I attach my parameters setting below. Please could you kindly help me figure this problem? Thanks a lot. Avoiding video post failed, paste the link here: https://www.facebook.com/100080982352505/videos/3155701804694430/ RE: Problem about the joint of two objects - josemendez - 16-05-2022 Hi! This behavior is to be expected: You're moving the brush by setting its transform position (happens in Update()), but the tip is physically simulated (in FixedUpdate()). Since Unity calls FixedUpdate first and Update last, this means there will be a 1-frame delay between the movement of the brush and the tip. You want the brush to move first, then the tip. So either move the brush before FixedUpdate() (can't do this in-editor though, since you can't modify built-in gizmo behavior), or simulate the tip in LateUpdate() by using a ObiLateUpdater component instead of the default ObiFixedUpdater. See:https://docs.unity3d.com/Manual/ExecutionOrder.html |