10-09-2018, 11:17 AM
(09-09-2018, 11:32 AM)josemendez Wrote: 1.- Yes, it is up to you to implement such system. You have access to particle positions/velocities, you should simply modify them when the user presses the screen. Use Unity's input system to achieve this, in conjunction with Obi's particle getters/setters:
http://obi.virtualmethodstudio.com/tutor...icles.html
2.- This has nothing to do with the physics engine/cloth simulator, as it is some sort of "paint" mode. It is completely up to you to implement this. The cloth mesh is a regular Unity mesh, to achieve this you could use per vertex colors, or textures combined with a custom shader.
3.- Simply reduce the solver's "gravity" to zero. See:
http://obi.virtualmethodstudio.com/tutor...olver.html
Thanks! I've almost achieved what I was looking for. Just one last query.
When I create a new sphere gameobject, Add a sphere collider to it, then add Obi collider component, then when I try to touch the "Slime" cloth soft body with this sphere, the body reacts to it by deforming slightly, but if I push this sphere deeper into the slime, the sphere simply goes through this body.
This sphere is basically used to represent the user's finger pressing on the slime.
How do I stop the sphere from passing through the slime soft body and only make the slime deform when pressed on with the sphere?