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Ropes frozen in standalone build
#1
Bug 
Strange issue following on from my last post about a null error on particle attachments that only occurred in standalone builds, but not the editor.

My ropes are frozen in place and the dynamic pin constraint appears to have no affect only in the standalone build.

[Image: xiwfgX7.png]

In this screenshot the ropes ends are supposed to be connected to the pallet with dynamic pin constraints.

My code:
Code:
// m_Ropes is an array of 4 ObiRopes
for (int i = 0; i < m_Ropes.Length; i++)
{
    // Create a new blueprint
    var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
    blueprint.path.Clear();
    blueprint.path.AddControlPoint(m_Ropes[i].transform.InverseTransformPoint(m_HelicopterAnchorPoints[i].position), m_HelicopterAnchorPoints[i].up, -m_HelicopterAnchorPoints[i].up, m_HelicopterAnchorPoints[i].up, 0.1f, 0.1f, 1, 1, Color.white, "Start");
    blueprint.path.AddControlPoint(m_Ropes[i].transform.InverseTransformPoint(anchorPoints[i].position), anchorPoints[i].up, -anchorPoints[i].up, anchorPoints[i].up, 0.1f, 0.1f, 1, 1, Color.white, "End");
    blueprint.path.FlushEvents();

    blueprint.GenerateImmediate();

    // Set the same phase as the colliders
    for (int x = 0; x < Mathf.Min(blueprint.phases.Length, m_EndParticleCollisionFilterCount); x++)
    {
        blueprint.phases[x] = m_EndParticlePhase;
    }

    for (int x = blueprint.phases.Length - 1; x > Mathf.Max(blueprint.phases.Length - 1 - m_EndParticleCollisionFilterCount, 0); x--)
    {
        blueprint.phases[x] = m_EndParticlePhase;
    }

    m_Ropes[i].ropeBlueprint = blueprint;
    maxLength = m_Ropes[i].restLength;

    // Get components
    mainAttachments[i] = m_Ropes[i].gameObject.AddComponent<ObiParticleAttachment>();
    palletAttachments[i] = m_Ropes[i].gameObject.AddComponent<ObiParticleAttachment>();

    // Find the particle groups
    var groups = m_Ropes[i].blueprint.groups;

    mainAttachments[i].Awake();
    palletAttachments[i].Awake();

    // Attach sub rope to main rope
    mainAttachments[i].target = m_ObiCollider.transform;
    mainAttachments[i].particleGroup = groups[0];
    mainAttachments[i].attachmentType = ObiParticleAttachment.AttachmentType.Static;

    // Attach the rope to the pallet
    palletAttachments[i].target = m_Pallet;
    palletAttachments[i].particleGroup = groups[groups.Count - 1];
    palletAttachments[i].attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;

    m_Ropes[i].gameObject.SetActive(true);
}

There are no errors or warnings in the output log file.
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Messages In This Thread
Ropes frozen in standalone build - by mr-matt - 30-09-2020, 10:49 AM
RE: Ropes frozen in standalone build - by mr-matt - 30-09-2020, 10:09 PM
RE: Ropes frozen in standalone build - by mr-matt - 04-10-2020, 08:06 AM
RE: Ropes frozen in standalone build - by mr-matt - 05-10-2020, 08:20 AM