20-01-2023, 12:03 PM
(This post was last modified: 20-01-2023, 12:04 PM by josemendez.)
(20-01-2023, 11:20 AM)ilyas_Gefeasoft Wrote: I am trying to remove the triangles from the soft body, but I am having troubles.
Hi!
short answer: you can't.
long answer: it's possible but really costly and rather complex, since it involves updating the physical representation of the softbody, its mesh, and updating the skinning.
(20-01-2023, 11:20 AM)ilyas_Gefeasoft Wrote: I am not able to access the mesh collider or Mesh filter of the soft body.
Because there's no MeshCollider or MeshFilter in a softbody. MeshColliders are used together with rigidbodies, and MeshFilters are used for meshes that don't deform.
Obi is a particle-based engine, so collisions are handled by particles: there's no need for MeshColliders on Obi actors. The mesh of a softbody is deformed by skinning it to the underlying particles, so it uses a SkinnedMeshRenderer instead of a MeshRenderer.
I'm not sure what you're trying to do exactly, but I can tell you're rather confused. Could you explain what you're trying to achieve in more detail?