17-10-2022, 12:07 PM
(This post was last modified: 17-10-2022, 12:20 PM by josemendez.)
Your code doesn't check which rope the particles belong to.
As soon as a particle belonging to *any* rope in the solver collides against either Ball or MainBall, you call TraverseAndCutRope(), which tears "Rope". I'm not too sure what "Rope" is but I'd guess it is a ObiRope component in the same object?
Instead of always tearing a specific rope regardless of which rope actually touched the ball, get the rope that the collided particle belongs to and tear that instead. See "Retrieving the actor involved in a contact":
http://obi.virtualmethodstudio.com/manua...sions.html
As soon as a particle belonging to *any* rope in the solver collides against either Ball or MainBall, you call TraverseAndCutRope(), which tears "Rope". I'm not too sure what "Rope" is but I'd guess it is a ObiRope component in the same object?
Instead of always tearing a specific rope regardless of which rope actually touched the ball, get the rope that the collided particle belongs to and tear that instead. See "Retrieving the actor involved in a contact":
http://obi.virtualmethodstudio.com/manua...sions.html