25-11-2021, 09:17 AM
(This post was last modified: 25-11-2021, 09:18 AM by josemendez.)
(25-11-2021, 09:06 AM)Chua Polar Wrote: Thanks again. I think I get close to it. So the solution is like using a big amount of obi colliders to fill in a mesh and move with it, right?
Yes. Note that depending on how fine your custom "grid" of colliders is, you may need a ton of them. Depending in what you need your "grid" to do, it could be much faster and simpler to just use an actual grid of your own. These are very easy and inexpensive to make: just iterate over all particle positions, divide their position by the cell width and convert to an int: this gives you the index of the cell in the grid in which the particles are.
Look for regular grid implementation tutorials online, there's quite a few:
https://hub.packtpub.com/how-do-your-own...detection/
http://johnmcroberts.com/index.php/2016/...detection/