27-03-2020, 06:14 PM
(This post was last modified: 27-03-2020, 06:19 PM by josemendez.)
(27-03-2020, 04:58 PM)davidcole100 Wrote: Also does not work when isKinematic is deselected on bucket rigidbody.
Non-kinematic rigidbodies paired with non-convex mesh colliders are not supported by Unity. See:
https://docs.unity3d.com/Manual/class-MeshCollider.html
Quote:GameObjects that have a Rigidbody component only support Mesh Colliders that have Convex option enabled: the physics engine can only simulate convex mesh colliders.
Note that Obi always treats mesh colliders as concave, so if you need a non-kinematic concave collider, you can enable the "convex" checkbox. Unity will treat it as a convex collider, Obi particles will treat it as concave.
(27-03-2020, 04:58 PM)davidcole100 Wrote: Using mesh collider. Works fine when stationary, and when moved by mouse when not in VRDepending on how your VR controller is moving the container around (using forces/joints on a non-kinematic rigidbody, or setting position/orientation on a kinematic rigidbody/raw transform), so need to set this up differently.
- What approach are you using for your VR controller?
- If using a kinematic rigidbody: have you added a ObiKinematicVelocities component to enable CCD?