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ObiRope Disabling
#4
(04-10-2017, 03:01 PM)josemendez Wrote: Hi brad,

How are you disabling the component?: programatically (share code) or toggling the inspector checkbox in the editor?

Simply trying what you describe works perfectly both in editor and in a standalone build for us. See for instance the "Crane" sample scene. Run it, select the ObiRope, disable it (the rope stays static and the crate falls to the ground), then re-enable it (the rope resumes simulation and the crane snaps back to the end of the rope).

cheers!

Hi Jose, Thank you for the response.

I have tried that crane scene and it does work as you said. After a few hours of testing it does seem this issue only happens in a certain situation.

If the rope is stretched between two pins it works, but then if it's disabled and re-enabled it stops working (like the image below shows).

It only seems to continue it's simulation after being disabled - if the rope was bent at the point of disabling.

The rope is 0.1 resolution in this scene, I can send it over if required.

Many thanks, Brad.


[Image: obissue.gif]
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Messages In This Thread
ObiRope Disabling - by brad404 - 01-10-2017, 10:04 PM
RE: ObiRope Disabling - by brad404 - 04-10-2017, 01:23 PM
RE: ObiRope Disabling - by josemendez - 04-10-2017, 03:01 PM
RE: ObiRope Disabling - by brad404 - 04-10-2017, 10:24 PM
RE: ObiRope Disabling - by josemendez - 05-10-2017, 08:50 AM
RE: ObiRope Disabling - by josemendez - 05-10-2017, 09:04 AM
RE: ObiRope Disabling - by brad404 - 05-10-2017, 12:42 PM
RE: ObiRope Disabling - by josemendez - 05-10-2017, 04:37 PM
RE: ObiRope Disabling - by brad404 - 05-10-2017, 09:18 PM
RE: ObiRope Disabling - by josemendez - 07-10-2017, 01:22 PM
RE: ObiRope Disabling - by DeGenerals - 11-12-2017, 11:09 AM
RE: ObiRope Disabling - by josemendez - 12-12-2017, 10:27 AM
RE: ObiRope Disabling - by DeGenerals - 12-12-2017, 11:33 AM