17-03-2019, 12:06 PM
(This post was last modified: 17-03-2019, 12:07 PM by autopsyturvey.)
Hi
I'm having an issue with resetting a TearableCloth after it's been torn. The result appears like the extra particles that were made in the tear are being simulated but are stuck in the centre of the actor, and attached bits of the mesh are being rendered black instead of with the correct material.
Also, if I press 'Edit particles' in the editor at this point I get:
I can't come up with any code that avoids the corruption and/or doesn't crash Unity, eg, initializing the Solver and re-adding the actor.
So, first question, is that something that is meant to be supported by ResetActor?
Thanks for your help
Ric
I'm having an issue with resetting a TearableCloth after it's been torn. The result appears like the extra particles that were made in the tear are being simulated but are stuck in the centre of the actor, and attached bits of the mesh are being rendered black instead of with the correct material.
Also, if I press 'Edit particles' in the editor at this point I get:
Quote:IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiTearableClothEditor.UpdateParticleEditorInformation () (at Assets/Obi/Editor/ObiTearableClothEditor.cs:89)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:247)
I can't come up with any code that avoids the corruption and/or doesn't crash Unity, eg, initializing the Solver and re-adding the actor.
So, first question, is that something that is meant to be supported by ResetActor?
Thanks for your help
Ric