So, i switched to handles, but now, the cords start flickering. It doesn't look like your normal simulation jitter, but more like the cord model is flickering between two positions instantly. What would be causing this?
EDIT: By the way, even though i put "collision" last in the solver list, i still get particles getting stuck inside colliders. This was probably the largest issue with using ObiRope for the regular cord simulation, rigidbodies would sometimes bounce outside of the play area and get stuck inside the wall. I have reduced the physics timestep to 0.012 and iteration count to 5, but it doesn't help. This application is to be used in a contest, and having critical elements stuck inside walls is just not acceptable.
Also, the error seems to persist even though i remove the ObiRigidbodies. It actually seems to be related to the dynamic mesh creation rather than physics, at least from looking at the stack trace.
Assertion failed: Assertion failed on expression: 'CompareApproximately(det, 1.0F, .005f)'
UnityEngine.Quaternion:FromToRotation(Vector3, Vector3)
Obi.CurveFrame:Transport(Vector3, Vector3, Single) (at Assets/Obi/Scripts/Actors/ObiRope.cs:61)
Obi.ObiRope:UpdateRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:962)
Obi.ObiRope:UpdateProceduralRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:892)
Obi.ObiRope:UpdateVisualRepresentation() (at Assets/Obi/Scripts/Actors/ObiRope.cs:590)
Obi.ObiRope:OnSolverFrameEnd() (at Assets/Obi/Scripts/Actors/ObiRope.cs:365)
Obi.ObiSolver:EndFrame(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:536)
Obi.ObiSolver:LateUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:665)
Assertion failed: Assertion failed on expression: 'fRoot >= Vector3f::epsilon'
UnityEngine.Quaternion:FromToRotation(Vector3, Vector3)
Obi.CurveFrame:Transport(Vector3, Vector3, Single) (at Assets/Obi/Scripts/Actors/ObiRope.cs:61)
Obi.ObiRope:UpdateRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:962)
Obi.ObiRope:UpdateProceduralRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:892)
Obi.ObiRope:UpdateVisualRepresentation() (at Assets/Obi/Scripts/Actors/ObiRope.cs:590)
Obi.ObiRope:OnSolverFrameEnd() (at Assets/Obi/Scripts/Actors/ObiRope.cs:365)
Obi.ObiSolver:EndFrame(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:536)
Obi.ObiSolver:LateUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:665)
Assertion failed: Invalid worldAABB. Object is too large or too far away from the origin.
EDIT: By the way, even though i put "collision" last in the solver list, i still get particles getting stuck inside colliders. This was probably the largest issue with using ObiRope for the regular cord simulation, rigidbodies would sometimes bounce outside of the play area and get stuck inside the wall. I have reduced the physics timestep to 0.012 and iteration count to 5, but it doesn't help. This application is to be used in a contest, and having critical elements stuck inside walls is just not acceptable.
Also, the error seems to persist even though i remove the ObiRigidbodies. It actually seems to be related to the dynamic mesh creation rather than physics, at least from looking at the stack trace.
Assertion failed: Assertion failed on expression: 'CompareApproximately(det, 1.0F, .005f)'
UnityEngine.Quaternion:FromToRotation(Vector3, Vector3)
Obi.CurveFrame:Transport(Vector3, Vector3, Single) (at Assets/Obi/Scripts/Actors/ObiRope.cs:61)
Obi.ObiRope:UpdateRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:962)
Obi.ObiRope:UpdateProceduralRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:892)
Obi.ObiRope:UpdateVisualRepresentation() (at Assets/Obi/Scripts/Actors/ObiRope.cs:590)
Obi.ObiRope:OnSolverFrameEnd() (at Assets/Obi/Scripts/Actors/ObiRope.cs:365)
Obi.ObiSolver:EndFrame(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:536)
Obi.ObiSolver:LateUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:665)
Assertion failed: Assertion failed on expression: 'fRoot >= Vector3f::epsilon'
UnityEngine.Quaternion:FromToRotation(Vector3, Vector3)
Obi.CurveFrame:Transport(Vector3, Vector3, Single) (at Assets/Obi/Scripts/Actors/ObiRope.cs:61)
Obi.ObiRope:UpdateRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:962)
Obi.ObiRope:UpdateProceduralRopeMesh() (at Assets/Obi/Scripts/Actors/ObiRope.cs:892)
Obi.ObiRope:UpdateVisualRepresentation() (at Assets/Obi/Scripts/Actors/ObiRope.cs:590)
Obi.ObiRope:OnSolverFrameEnd() (at Assets/Obi/Scripts/Actors/ObiRope.cs:365)
Obi.ObiSolver:EndFrame(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:536)
Obi.ObiSolver:LateUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:665)
Assertion failed: Invalid worldAABB. Object is too large or too far away from the origin.