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Help  Rope not colliding with itself
#2
Hi Marat,

If you're using a rope cursor to extend the length of the rope, there's a known bug that will deactivate self-collisions between newly created particles. Fortunately the fix is easy. Open the ObiRope.cs file, and add this right at the end of the RebuildConstraintsFromElements() method:

Code:
RecalculateRestPositions();

Should look like this:

Quote:    //<...more stuff here...>
               loopClosingBatch.restBends[0] = 0;
               loopClosingBatch.bendingStiffnesses[0] = new Vector2(_maxBending, _bendCompliance);
               loopClosingBatch.ActivateConstraint(0);
           }

           RecalculateRestPositions();

       }// end of RebuildConstraintsFromElements.

Note that the cost of a rope increases with its length. Depending on what your use case is, a particle-based simulator like Obi might be a bad choice. Alternatives exist that, while much more limited, allow to have arbitrarily long cables/ropes with constant cost. Check out our other cable/rope asset if interested: https://assetstore.unity.com/packages/to...tor-133620
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Messages In This Thread
RE: Rope not colliding with itself - by josemendez - 18-05-2020, 06:25 PM