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Lock Softbody Movement & Cut it
#5
(27-05-2020, 10:03 AM)josemendez Wrote: It's hard to tell without actually trying. Make a simple test scene that generates a blueprint for your sphere, and measure how long it takes for it to be completed in the device.

Keep in mind that coroutines != jobs, they're not run in a separate thread, so completing a coroutine asynchronously obviously takes longer than synchronously. So if you want to do other things (such as visual effects on screen to "hide" the wait) while the coroutine completes, it will take longer to complete that if you just called coroutine.MoveNext() in a loop.


The deformed mesh is done using a SkinnedMeshRenderer, so you access it in the usual Unity way: calling BakeMesh.
https://docs.unity3d.com/ScriptReference...eMesh.html

Thankyou! You've almost answered everything, just one last thing,

If I'm locking for example the bottom and top particle to lock the object, then cut the object (splitting to two softbodies), how do I lock one of them again in runtime? The bigger piece needs to stay hovering, while smaller one falls off so no locking required in that.

Also, at runtime, how would I group and lock particles without the editor? How would I know which particle I'm locking by code?
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Messages In This Thread
Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 06:42 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 09:51 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 10:39 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 10:59 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 01:20 PM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 01-06-2020, 10:36 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 01-06-2020, 12:24 PM