01-02-2023, 05:15 PM
Hi!
Thank you for the product. So far I have been happy with the product.
I noticed a behaviour that threw me off for quite a while as I couldn't get the rope to render. When there's an already existing active Obi Solver in the scene, a new Obi Rope will be generated as a child of this solver. It seems to search for another solver in the scene and exclude inactive.
Following tutorials, the only way to create a fresh rope was to open a different scene and create the rope there, then copy-paste it to my target scene. This was just because it was so confusing cos I didn't know why it's doing that, cos it didn't do it in the tutorial. My ropes are parented to different gameobjects and have nothing to do with one another, and by design the solver is not a per-scene single controller but it's meant to be replicated.
You might consider removing that behaviour or making it optional as a menu option or something. Or explaining that I need to deactivate the existing solver to create a separate rope.
Thank you for the product. So far I have been happy with the product.
I noticed a behaviour that threw me off for quite a while as I couldn't get the rope to render. When there's an already existing active Obi Solver in the scene, a new Obi Rope will be generated as a child of this solver. It seems to search for another solver in the scene and exclude inactive.
Following tutorials, the only way to create a fresh rope was to open a different scene and create the rope there, then copy-paste it to my target scene. This was just because it was so confusing cos I didn't know why it's doing that, cos it didn't do it in the tutorial. My ropes are parented to different gameobjects and have nothing to do with one another, and by design the solver is not a per-scene single controller but it's meant to be replicated.
You might consider removing that behaviour or making it optional as a menu option or something. Or explaining that I need to deactivate the existing solver to create a separate rope.