Rope seems to be simulated twice - 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: Rope seems to be simulated twice (/thread-3649.html) |
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, 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. 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, |