10-12-2019, 06:01 PM
(This post was last modified: 10-12-2019, 06:03 PM by josemendez.)
(10-12-2019, 05:47 PM)BisuDagger Wrote: IIRC, because of the long length of the rope and load attached to it, the load was springy and didn't have a smooth movement when I used cursor.ChangeLength("using a value between 0 and 1").
This is probably the single worst possible scenario for an iterative, particle-based engine like Obi. Large mass ratios, long cables and iterative solvers just don't mix, as the only way to get decent results is brute-forcing your way trough by using a huge amount of iterations (which kills performance), or a tiny timestep (which also kills performance).
The ideal approach would be either a direct solver or a reduced-coordinate based approach (articulations). Both are quite expensive.
We have another asset specifically designed for cranes and similar cable-driven machinery, that could work well in your case:
https://assetstore.unity.com/packages/to...tor-133620
Let me know if you want a refund for Obi, as the way you're using it you're not going to get the results you're after.