07-04-2023, 03:47 PM
(07-04-2023, 09:31 AM)josemendez Wrote: Hi!Thanks! I'll have to try that method.
The tool in the video simply generates a mesh based on spline curves and catenaries. Being a physics engine, Obi assumes cables are dynamic and interact, so they're designed with completely different goals in mind.
You can't simulate in-editor, but you can simulate in play mode and then bake the rope mesh by clicking the "BakeMesh" button in the ObiRopeExtrudedRenderer component.
Note this will generate a separate mesh for each rope, but a straightforward way to bake multiple ropes is to use Mesh.CombineMeshes to fuse multiple meshes into a single one.
kind regards,