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21-01-2023, 10:35 AM
(This post was last modified: 21-01-2023, 10:45 AM by mustafagulsoy.)
Hi There,
I am using mesh collider with obiCollider, when I let obiCollider touch any collider that , it doesnt matter obi or not fluid ,just pass away trought the collider, How could I solve this or is there a way to make up?
Than you for your attention
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24-01-2023, 08:48 AM
(This post was last modified: 24-01-2023, 08:49 AM by josemendez.)
(21-01-2023, 10:35 AM)mustafagulsoy Wrote: Hi There,
I am using mesh collider with obiCollider, when I let obiCollider touch any collider that , it doesnt matter obi or not fluid ,just pass away trought the collider, How could I solve this or is there a way to make up?
Than you for your attention
Hi!
Make sure you're not moving the collider by setting its transform directly, as this will cause tunneling. This is a basic consequence of how physics simulation works in general.
Use a kinematic rigidbody and its MovePosition() method instead.
kind regards,
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(24-01-2023, 08:48 AM)josemendez Wrote: Hi!
Make sure you're not moving the collider by setting its transform directly, as this will cause tunneling. This is a basic consequence of how physics simulation works in general.
Use a kinematic rigidbody and its MovePosition() method instead.
kind regards, Hi Josemendez,
Than you for answering.
When colliders doesn't move, it is okey, even I use your advices it gets better, but I am using Obi on Vr and I grab colliders so I can't use MovePosition() too , for this reason there is a alternative way to solve this?
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25-01-2023, 10:41 AM
(This post was last modified: 25-01-2023, 10:44 AM by josemendez.)
(25-01-2023, 10:24 AM)mustafagulsoy Wrote: Hi Josemendez,
Than you for answering.
When colliders doesn't move, it is okey, even I use your advices it gets better, but I am using Obi on Vr and I grab colliders so I can't use MovePosition() too , for this reason there is a alternative way to solve this?
In VR you can use MovePosition just fine (VR only affects how objects are rendered, but not how they move: physics don't care if your game is VR or not), however you might need to modify your interaction scripts if you're using third-party scripts for hands and/or grabbing objects.
It's simply not possible to move objects in a physically consistent way by directly setting their transform, as this ignores velocities completely.
kind regards,
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(25-01-2023, 10:41 AM)josemendez Wrote: In VR you can use MovePosition just fine (VR only affects how objects are rendered, but not how they move: physics don't care if your game is VR or not), however you might need to modify your interaction scripts if you're using third-party scripts for hands and/or grabbing objects.
It's simply not possible to move objects in a physically consistent way by directly setting their transform, as this ignores velocities completely.
kind regards, U nfortunately I am using third-part script (Meta Interaction SDK)
Thank you for fast asnwering,
Best regards,
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