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Ragdoll character passing through rope unless thickness is increased
#16
(23-11-2022, 02:58 AM)Milionario Wrote: Do you think its possible to get the desired result without changing ObiColliders thickness and reducing the Unity's fixed timestep?

Unfortunately not. The correct fix in this situation is to reduce Unity's fixed timestep, changing the thickness of the colliders is a sort of "hack" that allows the rope and the colliders to stay colliding with each other for more frames which ensures enough physics steps take place for the forces to propagate trough all joints in the ragdoll. Using more physics steps (by reducing the timestep) propagates forces in the same amount of time without the need to enlarge colliders.

I'm curious as to why you mentioned other packages you use don't work correctly unless you use the default timestep. I mean, timestep size is a parameter and it's meant to be tweaked, the default value of 0.02 (an update frequency of 50 Hz) is seldom sufficient unless physics in your game are quite simple. In some cases, you can get away by increasing the update frequency of Obi alone (by using more substeps) but this isn't one of those cases.

kind regards,
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Messages In This Thread
RE: Ragdoll character passing through rope unless thickness is increased - by josemendez - 23-11-2022, 07:47 AM