18-05-2020, 06:25 PM
(This post was last modified: 18-05-2020, 06:28 PM by josemendez.)
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:
Should look like this:
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
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