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Obi rope become unstable after climb - lacasrac - 02-10-2023

Hello,

If I have a collider and rigidbody and Obi collider+Rigidbody on my character's chest and the character climbing up to the rope,
than the behaviour is weird: the rope become unstable because (I think) of the contact of the rope+character obi collider.
And the rope just get immediatelly a very big speed.

I wanted to add the chest collider to my humanoid character because the rope just culled in to the character, and that wasn't so nice.

How can I do that want I want without any issues?

Thanks,
Leslie


RE: Obi rope become unstable after climb - josemendez - 02-10-2023

(02-10-2023, 08:04 AM)lacasrac Wrote: Hello,

If I have a collider and rigidbody and Obi collider+Rigidbody on my character's chest and the character climbing up to the rope,
than the behaviour is weird: the rope become unstable because (I think) of the contact of the rope+character obi collider.
And the rope just get immediatelly a very big speed.

I wanted to add the chest collider to my humanoid character because the rope just culled in to the character, and that wasn't so nice.

How can I do that want I want without any issues?

Thanks,
Leslie

Hi,

You can use collision filters to selectively disable collision between specific parts of the rope and your collider. See "collision filtering":
http://obi.virtualmethodstudio.com/manual/6.3/collisions.html

These can also be sepcified at runtime on a per-particle basis (see "collision filters" at the end of the page):
http://obi.virtualmethodstudio.com/manual/6.3/scriptingcollisions.html

This way you can disable collisions only for the parts of the rope that are problematic, yet have the rest of the rope collide with the character.

kind regards,