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Rope seems to be simulated twice - lufydad - 16-11-2022

Hi,

I add a rope which have a weird behavior : https://imgur.com/a/hAXi6YA
It seems like that it's simulated twice, but there is only one ObiFixedUpdater.
Have you an idea of what could generate this ?

Thanks in advance,


RE: Rope seems to be simulated twice - josemendez - 16-11-2022

(16-11-2022, 12:00 PM)lufydad Wrote: Hi,

I add a rope which have a weird behavior : https://imgur.com/a/hAXi6YA
It seems like that it's simulated twice, but there is only one ObiFixedUpdater.
Have you an idea of what could generate this ?

Thanks in advance,

Hi!

If I had to guess, your rope's path smoother decimation setting is way too high. See:
http://obi.virtualmethodstudio.com/manual/6.3/roperenderingmodes.html

But it could be unrelated to this. Try setting decimation to zero, then slightly increase it until results are good. If that doesn't solve it then I would have to take a deeper look at your setup to determine the underlying cause.

kind regards,


RE: Rope seems to be simulated twice - lufydad - 16-11-2022

After multiple tests, I foud it was related to obiCollider, the thickness was set to 1 and when I set it to 0 it remove the jittering.
Thanks for your time.

Best regards,


RE: Rope seems to be simulated twice - josemendez - 16-11-2022

(16-11-2022, 03:53 PM)lufydad Wrote: After multiple tests, I foud it was related to obiCollider, the thickness was set to 1 and when I set it to 0 it remove the jittering.
Thanks for your time.

Best regards,

Hi,

Glad you found the culprit! Distance units in Unity (and Obi) are expressed in meters, giving a collider a thickness of 1 means there's a 1 meter padding region all around its surface. Typically you'd want to use a lot smaller values for thickness, like 0.01 (1 cm).

kind regards,