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Help  Collision Detection
#4
(07-06-2020, 06:35 PM)mapleleaf4evr Wrote: Thank you for the quick reply,

I added kinematic rigidbodies to my character parts and set them to extrapolate.  This seems to have resolved the issue.  I'm no expert at any of this so I don't know if it is best practice or the most efficent way, however it seems to be working for me now.

If you character is animation-driven, know that animation (or any system that sets the position/rotation of objects by setting their transform directly) basically teleport objects from frame to frame. So if you have a thin object and you teleport it from one frame to the next, chances are it will just skip over particles in your rope, completely missing collisions. This effect is called "tunneling" and is a common thing in all game engines.

Adding a kinematic rigidbody allows Obi to "predict" this teleport and use CCD, since the character parts now have a velocity vector. Same as using the ObiKinematicVelocities component, as indicated in the video I linked to.
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Messages In This Thread
Collision Detection - by mapleleaf4evr - 07-06-2020, 12:33 AM
RE: Collision Detection - by josemendez - 07-06-2020, 11:56 AM
RE: Collision Detection - by mapleleaf4evr - 07-06-2020, 06:35 PM
RE: Collision Detection - by josemendez - 08-06-2020, 08:07 AM