(17-10-2020, 10:37 PM)Elegar Wrote: Thank you very much
Actually I just found another workaround: I doubled width of particles. Bigger particles can be stretched more before gaps appear. Then I doubled rope length to keep rope proportions. And finally I increased scale of my game's world to fit increased rope length.
But things would be much easier if it were possible to set rope's resolution larger than 1. Is this limitation actually necessary?
Hi there,
More particles = More constraints = less performance = worse convergence. This is why resolution is capped to 1: At that resolution, collision detection is usually good enough for a moderately elastic rope, while keeping reasonable convergence speed and performance. As you increase the amount of particles per length unit, performance degrades and the rope becomes artificially more elastic due to poor convergence, so you need to use shorter time steps or more iterations to maintain the same results (which affects performance even more).
The range limit for resolution is entirely artificial though, there's no technical obstacle to having a rope with really high resolution. If you know what you're doing and are aware of the tradeoffs that are associated with long constraint chains in iterative solvers, you can open ObiRopeBlueprint.cs and change the [Range(0,1]] attribute of resolution to [Range(0,3)], or whatever range you'd like to use. In the future we might remove the range limitation and place a warning in the inspector instead, to make people aware that cranking up resolution arbitrarily high is generally not a good idea. Making a really long rope has the same downsides, and there's no limits to rope length anyway, so...