16-06-2018, 12:00 PM
(16-06-2018, 03:03 AM)Jerth Wrote: You're right. The HELPER script was not as intimidating as I thought, and quite elegant. Thanks josemendez.
A new problem I'm running into is that I crash my Unity (and computer lol) when I try to use an OFFSET on my constraints
Code:constraintsBatch.AddConstraint(rope.UsedParticles - 1, targetCube.GetComponent<ObiCollider>(), Vector3.zero, 0f);
That works fine but if I replace "Vector3.zero" with a calculated offset... BAM.
Any tips off the bat??
The offset is expressed in the collider's local space. Make sure you're not passing a world space value, as it might be extremely large, causing huge torques to develop. Anyway, in 3.4 and up large torques/velocities should not cause a crash.