17-03-2023, 08:16 AM
(This post was last modified: 17-03-2023, 08:20 AM by josemendez.)
(16-03-2023, 04:58 PM)vrtraining Wrote: We are developing a crane simulation based on some our own R&D and currently experiencing jitter when we try to move the object attached to the crane ropes. It works very well when we use a single rope but when we attach 4 ropes, it jitters. Video is available for reference.
Video on Google Drive
Also Attached as well
We developed the simulations before similar to that but those were on old backend, now we are using the latest 6.5 OBI with burst backend.
All 4 ropes are using the same blue print (only displaced by the game object transform in unity, equally). At top ropes are attached with single point as static attachment and at bottom towards the load (red box object) they are dynamically attached. It is interesting that the jitter mostly occurs at high speedĀ and usually its higher when we are using 4 ropes (on a single rope it is very minimal and can be ignore)
Any advice on how to overcome or minimize this jitter is high appreciated. Thanks in advance
Hi!
I don't have permission to access the video you shared, requested access to it.
Jittering issues can have a lot of causes, but none of them are caused by the actual rope/blueprint setup. The top culprits are:
- Incorrect updating: updating crane movement in Update, while the rope is updated in FixedUpdate: since FixedUpdate works at a fixed frequency (the default is 50 Hz) but Update() is called once per frame at a variable frequency, you'll get frames where the crane moves but the rope doesn't.
- Incorrect execution order: the order in which Unity calls the same callbacks for different components is undefined by default. So you might get the crane updating first some frames and updating after some others. You can fix this by using Obi's own solver callbacks, or explicitly setting Unity's execution order.
- Attaching the rope inside a collider: if you add an attachment inside of or very close to a collider that the rope is colliding against, you're asking the solver to make sure that the rope is simultaneously inside the collider (due to the attachment) and outside of it (due to collisions). This will lead to jittering as the solver tries to solve this impossible configuration. This issue along with its solution is explained in the manual, see "Attachments inside colliders": http://obi.virtualmethodstudio.com/manua...ments.html
kind regards,