06-03-2023, 08:56 PM
(06-03-2023, 08:13 AM)josemendez Wrote: Hi there!
Rigidbody interpolation should not change rope behavior at all (or rigidbody's, for that matter). It only modifies the visual position/rotation of the rigidbody to smoothly interpolate physics state during frames where no physics update has taken place.
Probably what you're experiencing is the rigidbody no longer being visually updated in sync with the rope. In this case, you should enable interpolation in your ObiSolver component too, so that both rigidbodies and ropes are interpolated.
Note that statically attached particles are not interpolated, since they are driven purely by simulation. If you want static particles to be interpolated too (which is usually undesirable), open up ObiParticleAttachment.cs and:
1) modify lines 167 and 181 to subscribe to/unsubscribe from to OnBeginStep instead:
Code:m_Actor.OnBeginStep += Actor_OnPrepareStep;
Code:m_Actor.OnBeginStep -= Actor_OnPrepareStep;
2) modify line 430 so that the startPosition is not modified:
Code:solver.positions[solverIndex] = attachmentMatrix.MultiplyPoint3x4(m_PositionOffsets[i]);
kind regards,
Thank you for the response! After experimenting some more, I’ve found that the stuttering issue only occurs with the Obi Rope Extruder Render, not the Obi Particle Render. As you can see in the attached video, the Obi Particle Render works perfectly but when I enable the Obi Extruder Renderer, the issue appears again.
Thank you for your assistance!