02-10-2023, 08:13 AM
(This post was last modified: 02-10-2023, 08:13 AM by josemendez.)
(02-10-2023, 08:04 AM)lacasrac Wrote: Hello,
If I have a collider and rigidbody and Obi collider+Rigidbody on my character's chest and the character climbing up to the rope,
than the behaviour is weird: the rope become unstable because (I think) of the contact of the rope+character obi collider.
And the rope just get immediatelly a very big speed.
I wanted to add the chest collider to my humanoid character because the rope just culled in to the character, and that wasn't so nice.
How can I do that want I want without any issues?
Thanks,
Leslie
Hi,
You can use collision filters to selectively disable collision between specific parts of the rope and your collider. See "collision filtering":
http://obi.virtualmethodstudio.com/manua...sions.html
These can also be sepcified at runtime on a per-particle basis (see "collision filters" at the end of the page):
http://obi.virtualmethodstudio.com/manua...sions.html
This way you can disable collisions only for the parts of the rope that are problematic, yet have the rest of the rope collide with the character.
kind regards,