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Help  Position of Solver in Hierarchy
#4
(28-03-2024, 05:11 AM)vrtraining Wrote: Technically I'm not grabbing the rope, I'm grabbing the hook or nozzle which is attached to the OBI Rope so I'm using static and dynamic attachments then to move the rope once nozzle or hook is grabbed.

Ok then! you don't need to deal with individual particles in this case.

(28-03-2024, 05:11 AM)vrtraining Wrote: So I have a Fire Extinguisher which has a pipe using OBI Rope as its child. As soon as I grab the extinguisher or its nozzle, it moves it to the top hierarchy and can't find the solver anymore above it and stops working. If i add solver on the Rope Game Object or Fire Extinguisher then it works but in such case i will need one solver each for every extinguisher.

Anyway I can use single solver without hierarchy binding?

Keep in mind that having multiple solvers doesn't really affect performance, what does affect performance is having multiple updaters. Solvers updated by the same updater will be updated in parallel, same as do actors in the same solver so it's more or less the same cost.

So unless you have hundreds of extinguishers (at that point the main concern is memory usage from many solvers) or you need their ropes to interact with one another, it is fine to have a single solver per extinguisher.

If you still want a single solver, you can just add a ObiSolver at the top of your scene hierarchy. Actors will automatically use the first solver they find up their hierarchy, even when reparenting them at runtime. You can also use OnTransformParentChanged to add the solver yourself upon the XR interaction component reparenting the extinguisher.
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Messages In This Thread
Position of Solver in Hierarchy - by vrtraining - 27-03-2024, 04:32 AM
RE: Position of Solver in Hierarchy - by josemendez - 28-03-2024, 10:27 AM