07-03-2023, 08:20 PM
(07-03-2023, 08:41 AM)josemendez Wrote: This is just my guess, but it looks as if the rope is parented to the object it's attached to.
This is in essence doubly-parenting the rope to the object and will have the effect of translating the mesh during frames where there's no physics update (due to it being a child of the rigidbody) then re-creating the mesh back at its physical position during physics updates, which explains the jittering since interpolation is always 1 frame behind the actual physics state:
- create mesh at the position dictated by physics.
- the mesh moves due to interpolation because it's parented to the rigidbody.
- mesh is created back at the position dictated by physics.
- translated forward again due to parenting.
etc.
This would only affect mesh-based rendering (particles are not actual meshes, it's a shader trick).
Not sure if this is your case, but if it is the solution should be as simple as taking the rope outside the hierarchy of the object so that it's driven by physics alone.
If it isn't, would it be possible for you to share your Unity scene so that I can take a closer look at it?
kind regards,
Thank you for the response! I quickly created a new project that showcases the issue. The rope is not parented to any objects in the scene. You can download the project here as a .zip: https://drive.google.com/file/d/1exHQlfd...sp=sharing
The project doesn’t include the Obi Rope package which needs to be imported and the editor restarted.
Based on your reply, I believe the issue may have to do with attaching a static particle attachment to an interpolated Rigidbody, equivalent to parenting the rope. If this is the cause of the issue, do you have any idea on how I can fix it?
Thanks again!