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Any way to dynamically enable/disable a handle at runtime?
#4
(07-07-2019, 09:13 PM)josemendez Wrote: Hi there,

Disabling/enabling handles works fine for me. Make sure the particles in the handle were not fixed before adding them to a handle. If they were, deactivating the handle will return them to the state they had at the time of creating the handle (i.e., fixed), resulting in the behavior you describe.

kind regards,

Oh, in that case I suspect I've found some sort of bug then? I assumed fixing the particles was required. I say that, because if I merely select a particle after Re-Initializing the softbody, and add a Handle, and then run, I receive a ton of these errors at runtime:


Code:
transform.position assign attempt for 'Cluster0' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Obi.ObiSoftbodySkinner:UpdateBones(Object, EventArgs) (at Assets/Obi/Rendering/ObiSoftbodySkinner.cs:122)
Obi.ObiSolver:EndFrame(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:727)
Obi.ObiSolver:LateUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:905)
Expanding invalid MinMaxAABB
Assertion failed on expression: 'IsFinite(outDistanceForSort)'

with Cluser# varying 


If I fix the particles that are attached to a hand,  this doesn't occur and it acts like I expected, however disabling the handle leaves the particles pinned where they were.

What should I do?

Edit: Using Unity 2018.2.5f1 and latest Obi Softbody from the Asset Store (just bought it 2 weeks ago) 4.1

I get the same error if I import Obi into a new empty project, and attempt to add a Handle to the existing Ball in the BallPool demo. So this definitely looks like a bug?
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Messages In This Thread
RE: Any way to dynamically enable/disable a handle at runtime? - by mikemonroe_oc - 08-07-2019, 07:19 PM