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Obi Fixed Updater causing
#2
(04-02-2021, 09:55 PM)madzilla Wrote: In my game we are using physics to throwing an object. This is fairly standard as we are applying force and torque during FixedUpdate. In order to trigger an event we are checking if the rigidbody isSleeping and use that to reset a few conditions. This has been working fine for months until today, when we added an Obi rope to the scene. Once Obi Fixed Update has been added, it seems our the velocity of our rigidbody never seems to hit near 0. It's not clear how or why this is happening.

Any thoughts on why Obi Fixed update would be affecting the physics of other objects in the scene?

It can potentially affect them in several ways, depending on your setup:

- If an actor (rope, cloth, etc) is attached to or in contact with a rigidbody (w/ the ObiRigidbody conponent) it will apply impulses to it to resolve attachments/collisions.

- If your ObiFixedUpdater has “substep Unity physics” enabled, additional substeps will be taken each physics step. FixedUpdate() is only called once per step, not once per substep.

If no actor is in contact with, attached to, or otherwise interacting with a rigidbody, and there’s no substepping enabled, then other objects in the scene are completely unaffected by Obi. In this case, there’s no reason for a rigidbody whose velocity was zero prior to adding an updater to the scene to modify its velocity in any way.

more details about your setup would be most useful Sonrisa
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Messages In This Thread
Obi Fixed Updater causing - by madzilla - 04-02-2021, 09:55 PM
RE: Obi Fixed Updater causing - by josemendez - 05-02-2021, 12:21 AM
RE: Obi Fixed Updater causing - by madzilla - 05-02-2021, 12:53 AM
RE: Obi Fixed Updater causing - by josemendez - 05-02-2021, 08:45 AM
RE: Obi Fixed Updater causing - by josemendez - 05-02-2021, 01:05 PM
RE: Obi Fixed Updater causing - by madzilla - 05-02-2021, 04:59 PM