20-01-2023, 12:29 PM
(This post was last modified: 20-01-2023, 12:30 PM by ilyas_Gefeasoft.)
(20-01-2023, 12:03 PM)josemendez Wrote: Hi!Thank you for you reply.
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.
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?
I am trying to remove or delete the part of a softbody when it is contacted by another game object using raycast. For example, if the game object is touching the surface of softbody, that part which is contacted gets removed, such as the cauterization method in tissue operation.
I have implemented my algorithm on rigidbodies and it gives the result I was looking for but with softbodies, i am unable to get the same result perhaps, I have been treating softbodies same a as rigidbodies.