ObiRope stuck in BoxCollider - Distance Fields how - 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 stuck in BoxCollider - Distance Fields how (/thread-3616.html) |
ObiRope stuck in BoxCollider - Distance Fields how - WavyRancheros - 13-10-2022 Hi, sometimes my rope gets stuck inside the box collider that I attached to my wall object. [attachment=1518] Now I read about distance fields, but to create one I need to input a mesh. How would it work for a BoxCollider that I placed in the scene? RE: ObiRope stuck in BoxCollider - Distance Fields how - josemendez - 13-10-2022 (13-10-2022, 08:15 AM)WavyRancheros Wrote: Hi, There can be a lot of reasons for this: from not enough collision iterations to low particle resolution or very thin box collider. (13-10-2022, 08:15 AM)WavyRancheros Wrote: Now I read about distance fields, but to create one I need to input a mesh. Distance fields have no advantage at all compared to box colliders (or any other primitive collider): they're both convex and completely solid. Using distance fields only makes sense to replace mesh colliders (or a large and complex group of primitives), otherwise you would just end up with a less precise, slightly more expensive box collider. I'd suggest to add a ObiParticleRenderer component to your rope to visually inspect/debug collisions against the box. Chances are the box is thin enough to pass in-between particles in the rope, in this situation some viable solutions are: - Use more substeps - Increase rope resolution (or thickness) - Use surface collisions kind regards, |