14-10-2020, 07:55 AM
(This post was last modified: 14-10-2020, 07:59 AM by josemendez.)
Hi Vincent,
Solvers do not change the default physics settings in any way. There's no reason for your character to jump less when a solver is present in the scene, unless there's particles attached to the character and you're jumping by applying a force instead of an acceleration. F = ma, adding particles to the character increases its mass, so jump forces will result in less upwards acceleration. This is the correct and expected behavior: it's like jumping while wearing chainmail.
ObiCollider is basically a wrapper over Unity's Collider. It lets Obi "know" about Unity's physics, so anytime forces of any kind must be interchanged between Obi particles and a collider/rigidbody, a ObiCollider must be present to act as a mediator between Obi and Unity. That's why both collisions and dynamic attachments require ObiColliders: particles are able to apply forces to the object, be it as a result of collisions, or an attachment. In static attachments there's no forces involved (particle positions are directly set, like in a parent-child transform relationship), so no ObiCollider required.
Solvers do not change the default physics settings in any way. There's no reason for your character to jump less when a solver is present in the scene, unless there's particles attached to the character and you're jumping by applying a force instead of an acceleration. F = ma, adding particles to the character increases its mass, so jump forces will result in less upwards acceleration. This is the correct and expected behavior: it's like jumping while wearing chainmail.
ObiCollider is basically a wrapper over Unity's Collider. It lets Obi "know" about Unity's physics, so anytime forces of any kind must be interchanged between Obi particles and a collider/rigidbody, a ObiCollider must be present to act as a mediator between Obi and Unity. That's why both collisions and dynamic attachments require ObiColliders: particles are able to apply forces to the object, be it as a result of collisions, or an attachment. In static attachments there's no forces involved (particle positions are directly set, like in a parent-child transform relationship), so no ObiCollider required.