02-09-2019, 07:18 AM
(This post was last modified: 02-09-2019, 07:23 AM by josemendez.)
(01-09-2019, 02:34 AM)JordanSliz Wrote: Hey there. I'm looking to incorporate softbody physics into our environment pipeline, to replace a few overlapping systems that don't all affect each other fluidly.
A simple question: Does Obi Softbody work on SpeedTrees in Unity?
Just replied to your PM.
The answer is not directly. Softbodies only work on SkinnedMeshRenderers. However nothing stops you from using the mesh asset generated by a Tree component, on a SkinnedMeshRenderer. Tried it and works like a charm.
A word of warning though: If your intention is to get soft body physics on all trees in your game, this is a very bad idea .
Trees usually are simulated via procedural functions affecting vertex displacement in the vertex shader (wind, simple repulsive forces against spheres, etc). This is much faster and works well with LOD systems.
kind regards,