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how to re-enable and disable, without skin going invisible on root object (original)
#1
hello dev

for some reason on the BallPool example, when I try to disable the clone I make, it disables the original object mesh (the skinned mesh, found on base object) and doesnt re-render.

im trying to disable objects to save performance on runtime, but this is unusable in current state

whats correct way to disable obi softbody objects with this no-skinned-bones-weights skinned mesh setup, so it can disable children or clones, not lose mesh references, and also re-renable children or clones for performance?
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#2
(23-04-2022, 08:10 PM)usemahrope88 Wrote: hello dev

for some reason on the BallPool example, when I try to disable the clone I make, it disables the original object mesh (the skinned mesh, found on base object) and doesnt re-render.

im trying to disable objects to save performance on runtime, but this is unusable in current state

whats correct way to disable obi softbody objects with this no-skinned-bones-weights skinned mesh setup, so it can disable children or clones, not lose mesh references, and also re-renable children or clones for performance?

Hi there,

Thanks for reporting this! This is not the intended behavior. Will investigate and get back to you asap.
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#3
Hi again,

This was indeed a bug in the ObiSoftbodySkinner component, triggered by disabling it on an instanced object.

Attached you can find a fixed version of the component script. Just replace the one found at  /Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs with this one.

Let me know how it goes,


Attached Files
.cs   ObiSoftbodySkinner.cs (Size: 17.55 KB / Downloads: 3)
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