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Help  extanding the rope from its end towards a diractino using the RopeCurser
#9
Quote:1. why do you set the mass to 0 and not infinty? its kinda counter intoative

It's not mass, it's inverse mass. That is, 1/mass.

If you set the inverse mass to zero, you're effectively setting the mass to infinite since the limit 1/x when x tends to 0 is infinite.

The reason many engines store inverse mass instead of mass is performance and convenience: internally, it's quite common to divide stuff by mass. By storing 1/mass you can just multiply instead and also avoid division by zero.

Quote:2.is there a way for obi rope to interact with noraml unity colliders? or do they need to have the obi collider?

A ObiCollider is a wrapper over a regular Unity collider. Unity doesn't allow to extend or modify the built-in colliders, so the only way to add additional functionality to a collider is using composition: adding an extra component to it. As a result, all physics engines that aren't built into Unity either use their own collider components or wrap around the existing ones. Take for instance ECS physics (uses its own colliders), MagicaCloth (uses its own colliders), Havok (uses its own colliders), etc.
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RE: extanding the rope from its end towards a diractino using the RopeCurser - by josemendez - 24-02-2022, 08:20 AM