21-08-2024, 09:40 AM
(20-08-2024, 07:41 PM)josemendez Wrote: Hi there!Thanks, your reply helped me get past the fixation that the simulation would run differently!
Rigidbody interaction hasn’t changed at all in Obi 7. A few parameters have been moved around though, most notably the amount of substeps: it has moved from ObiFixedUpdater (that no longer exists) to the ObiSolver component. Also, a max amount of steps per frame has been added to solvers, which would previously use Unity’s global maximum allowed timestep.
Assuming the amount of substeps in your solver are the same as in your old ObiFixedUpdater and that the maximum amount of steps is equal to your max allowed timestep divided by your fixed timestep, behavior should be the same.
Let me know otherwise, and in that case, a video of the behavior you’re getting with 7 sould certainly help .
Kind regards,
I pushed through and found the issues and a good setting. Another library (for hand interaction) was modifying the fixed timestep length as per a setting. This would work in the previous version getting its updates from there. Also found that some of the instability came from the profiler being active and the good ol' inspector window rendering.
A bit of an odd solution on the other library to modify fixed timestep. I see the need for it, VR hand physics look smoother if it updates with the framerate, but modifying fixed timestep is not the right way
It is no longer possible to update Obi with the framerate, right?