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Can Ropes be Frozen at Runtime
#4
(16-10-2020, 10:00 AM)RichardM73 Wrote: Hi, Thanks for getting back to me quickly, good news on the baking meshes at runtime, is this a feature that works out of the box or would extra scripting be required at our end, also is the mesh detail fixed or can we adjust it for low poly applications?

There's several rope renderer components available, the default one (ObiExtrudedRopeRenderer) has a BakeMesh() function (there's a button exposed in the inspector) that saves the current mesh as an asset in your project at edit time.

If doing this at runtime, Unity already lets you create an instance of a mesh using Instantiate() function, so all you'd need to do is instantiate the renderer's mesh and use it in a MeshRenderer component. So yes, you'd need to extra scripting, but it's minimal.

Rope mesh detail can be completely adjusted: the shape extruded along the rope path can be customized, you can adjust the amount of subdivisions along the rope length. You can even tell the rope to dynamically adjust mesh resolution based on local curvature (this feature is called decimation: http://blog.virtualmethodstudio.com/2020...ecimation/). There's more info about all this in the manual:
http://obi.virtualmethodstudio.com/tutor...modes.html
http://obi.virtualmethodstudio.com/tutor...setup.html
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Messages In This Thread
Can Ropes be Frozen at Runtime - by RichardM73 - 16-10-2020, 09:29 AM
RE: Can Ropes be Frozen at Runtime - by josemendez - 16-10-2020, 10:13 AM
RE: Can Ropes be Frozen at Runtime - by Romahaaa - 19-01-2022, 10:49 AM