Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
ObiFluid Tunneling Issue - Collisions - Performance tips - Gaps between particles
#4
(05-07-2017, 09:26 AM)josemendez Wrote: ...
general rules for good collisions:
- Dynamic object using a non-kinematic rigidbody: OK
- ...
- ...
Dear Jose, 

does it mean that it is good to use the FixedJoint for non-kinematic rigidbody drag? I mean, if i take classical included in Unity script "DragRigidbody.cs" and change the Joint to be Fixed instead of Spring Joint. And then I will have closed bottle (with 20 convex mesh-colliders) as non-kinematic rigidbody with obi-fluid inside. Then the fluid will be ok on drag and all water will remain inside bottle? 
I ask it because FixedJoint is also similar to teleport as I can see....

Dear Jose,

I want to make simple chemistry game with bulbs, bottles, probes and ect. Which parametres and settings will you advise to me for more stable simulations, supposing all liquids will be just a water. And main mechanics will be the putting water form one bulb to another. I mean settings for Obi Solver, Emiiter and Collision Materials settings.
Reply


Messages In This Thread
RE: ObiFluid Tunneling Issue - by josemendez - 05-07-2017, 09:26 AM
RE: ObiFluid Tunneling Issue - Collisions - Performance tips - Gaps between particles - by popuz - 16-10-2017, 07:10 PM
RE: ObiFluid Tunneling Issue - by whack - 14-12-2021, 08:30 AM