(01-07-2020, 08:03 AM)josemendez Wrote: Then look for contacts where the actor for contact.particle and for contact.other are not the same. Right now you're only checking the first particle in the contact.Hi, it is not clear how to check for this.
Code:
ObiSolver.ParticleInActor pa = solver.particleToActor[contact.other];
and
Code:
ObiSolver.ParticleInActor pa = solver.particleToActor[contact.particle];
has no differences when i log out the collision.
Code:
if (pa.actor != thisRope) //thisRope is type ObiActor
{
Debug.Log($"collider with other rope {pa.actor.name} vs {thisRope.name}");
}
This line prints out even though there is no collision between two ropes yet.