20-05-2021, 05:48 PM
Well, it sounds like the only supported solution to have every rope collide with one another is to have the entire game parented to a ObiSolver GameObject? And to write our own Object.Instantiate() method that parents everything we instantiate to that object, in case it contains a rope?
It'd be very difficult to work with PhysX if it had those kinds of inflexibilities.
It'd be very difficult to work with PhysX if it had those kinds of inflexibilities.