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Can you read and set rope data? for multiplayer purposes.
#10
(23-11-2022, 03:02 AM)Milionario Wrote: I probably wasn't clear enough, I am saying that if I disable the solver on the client side, the rope doesn't change despite setting its positions like this


Code:
ropeActor.solver.positions[ropeActor.GetParticleRuntimeIndex(i)] = receivedList[i];

I suspect I need to call some solver's update method manually after setting particles positions?

My apologies, I was the one not being clear enough.

If you want particles to get updated and rendered, but don't want the simulation to affect them, you must keep the solver enabled, but set particle inverse masses to zero (see "Inverse mass" in the list of exposed particle properties: http://obi.virtualmethodstudio.com/manua...icles.html)

Altenatively, you can extend ObiUpdater to create your own updating component, and skip calling BeginStep/Substep/EndStep in it (search the API docs for "ObiUpdater": http://obi.virtualmethodstudio.com/api.html)

let me know if you need further help with this, and I'll write an example for you.

kind regards,
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Messages In This Thread
RE: Can you read and set rope data? for multiplayer purposes. - by josemendez - 23-11-2022, 07:57 AM