I'd say I'm a somewhat experienced Obi user, but I've been having a lot of trouble setting up one of my objects with Obi. It is a single prefab with multiple rigidbodies that are connected with multiple ropes using pin constraints on each end. They all use a single solver. I'm using obi rope 3.4 and unity version 2017.3.1f1. So I have a bug report, a question, and a comment.
First, there seems to be some sort of dummy particle on these ropes at the origin. Whenever I try to pin the particle at the origin of the rope, (local position 0,0,0) the particle will just not have the pin reference when I hit play. It will be back when I hit stop. I figured out that to fix this I need to simulate the rope for a few steps, select the particle at the origin end of the rope then, and then reset the rope and apply pin constraint changes to that previously selected particle.
Second, it seems like some pin constraints are just ignored by the solver. When I hit play they will still be there in the inspector, and if I check visualize the blue dotted line will connect to the correct spot on the object, but the rope just acts as if it isn't there. The pin constraint on the other end of the rope still works fine. This is one I haven't found a reliable workaround for. Sometimes creating a new rope from scratch works. I think breaking the prefab instance and then re-applying worked once for this bug as well, but it may have just been the previous bug and I know it isn't a reliable solution. Do you have any insight about what might cause this to happen?
Finally, and this is more of a comment, I'm not a fan of your lack of error messages. For example I see in your Kanban that you have been planning to add support for multiple colliders since last October. The fact that you didn't support that was news to me when I finally stumbled on the board after hours of tinkering trying to figure out why my object was exploding and crashing unity. I'm sure you'd get a lot fewer irritable developers complaining about ease of use if the black box sometimes explained what was going wrong.
Oh, one more thing, when I simulate the rope in edit mode (cool feature by the way) it almost always ends up either crashing unity or freezing it after a few seconds. I can step through it without problems - just the continuous playing that seems to be the issue.
First, there seems to be some sort of dummy particle on these ropes at the origin. Whenever I try to pin the particle at the origin of the rope, (local position 0,0,0) the particle will just not have the pin reference when I hit play. It will be back when I hit stop. I figured out that to fix this I need to simulate the rope for a few steps, select the particle at the origin end of the rope then, and then reset the rope and apply pin constraint changes to that previously selected particle.
Second, it seems like some pin constraints are just ignored by the solver. When I hit play they will still be there in the inspector, and if I check visualize the blue dotted line will connect to the correct spot on the object, but the rope just acts as if it isn't there. The pin constraint on the other end of the rope still works fine. This is one I haven't found a reliable workaround for. Sometimes creating a new rope from scratch works. I think breaking the prefab instance and then re-applying worked once for this bug as well, but it may have just been the previous bug and I know it isn't a reliable solution. Do you have any insight about what might cause this to happen?
Finally, and this is more of a comment, I'm not a fan of your lack of error messages. For example I see in your Kanban that you have been planning to add support for multiple colliders since last October. The fact that you didn't support that was news to me when I finally stumbled on the board after hours of tinkering trying to figure out why my object was exploding and crashing unity. I'm sure you'd get a lot fewer irritable developers complaining about ease of use if the black box sometimes explained what was going wrong.
Oh, one more thing, when I simulate the rope in edit mode (cool feature by the way) it almost always ends up either crashing unity or freezing it after a few seconds. I can step through it without problems - just the continuous playing that seems to be the issue.