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Can you read and set rope data? for multiplayer purposes.
#8
(22-11-2022, 07:24 PM)Milionario Wrote: Disabling either the rope or solver makes the rope stop working.

I just want to be able to render the rope on the client side as it was sent from the server, steps to do this?

Currently I am applying the rope data on FixedUpdate

Code:
private void FixedUpdate()
    {
        if (IsServer)
            return;

        for (int i = 0; i < ropeActor.particleCount; i++)
        {
            ropeActor.solver.positions[ropeActor.GetParticleRuntimeIndex(i)] = receivedList[i];
        }
    }


receivedList is a list of rope positions sent by the server, it syncs fine until i deactivate the solver

Oh ok, in that case you can set the particles’ inverse mass to zero, by writing into the solver.invMasses array. This gives them infinite mass and they won’t have any dynamics applied to them.
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Messages In This Thread
RE: Can you read and set rope data? for multiplayer purposes. - by josemendez - 22-11-2022, 07:49 PM