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Compound colliders in 3.2
#1
Hi,

Looking at the documentation, it appears that prior to ObiRope 3.2, an ObiColliderGroup was used to specify colliders considered for the simulation, but now the ObiCollider component is added to specific objects instead. This does seem easier, but I'm running into problems setting up objects in my scene that have multiple colliders on them. If I attach an ObiCollider to, say, a desk that has 3 box colliders to represent its shape (a top and two sides), the ObiCollider seems to pick just one to represent as its physics source. Adding multiple ObiColliders doesn't seem to have the desired effect, either. How do I go about having an object represented by multiple colliders fully interact with the rope simulation without having to split it into multiple sub-objects or having to manually script the instantiation/assignment of ObiColliders to each collider component?

Thanks in advance!
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Messages In This Thread
Compound colliders in 3.2 - by CageyKG - 09-10-2017, 11:54 PM
RE: Compound colliders in 3.2 - by josemendez - 10-10-2017, 10:38 AM