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What are some reasons its not fully laid down?
#1
Hi there!
I currently have my rope being laid down on a surface as it is being extruded with the Obi Cursor. However, it will not fully lay down on the ground (see attached picture). It is very close to being laid down but levitates. I'm not sure what is causing this problem, like if there is something in collisions that I need to change, etc. Does anyone know a couple of different reasons I need to look into why it is not fully laid down on the surface?

I have tried increasing gravity, messing around with the particle mass and thickness in Edit Path. I have tried surface-based collisions both on and off. I have also tried changing the thickness of the Obi Collider script. However, if it is -0.1, it makes the rope bounce up and down, or if it's -0.01, it stays there still. 

Thank you!!


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#2
(08-01-2022, 06:55 PM)ajjack13 Wrote: Hi there!
I currently have my rope being laid down on a surface as it is being extruded with the Obi Cursor. However, it will not fully lay down on the ground (see attached picture). It is very close to being laid down but levitates. I'm not sure what is causing this problem, like if there is something in collisions that I need to change, etc. Does anyone know a couple of different reasons I need to look into why it is not fully laid down on the surface?

I have tried increasing gravity, messing around with the particle mass and thickness in Edit Path. I have tried surface-based collisions both on and off. I have also tried changing the thickness of the Obi Collider script. However, if it is -0.1, it makes the rope bounce up and down, or if it's -0.01, it stays there still. 

Thank you!!

Hi there,

This can be a physics thing or a rendering thing.

First thing I'd do is add a ObiParticleRenderer component (with radius scale set to 1) to your rope and check whether the rope particles are actually in contact with the collider, or if there's a gap. If there's a gap, it can only be caused by collider thickness.

If there's no gap, then rendering is to blame. You can set section thickness scale in the ObiRopeExtrudedRenderer component:
http://obi.virtualmethodstudio.com/manua...modes.html

This will render the rope thicker or thinner than it actually is, which can give the impression of it floating above (or sinking into) colliders.

Increasing gravity and messing around with surface collisions will have no effect on this.

kind regards,
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