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Unstable chain attachment
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Rope lenght on demand |
Posted by: Jimess - 09-05-2018, 05:40 PM - Forum: Obi Rope
- Replies (2)
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Hi,
Bought this tool recently for a single straightforward task - I want my rope to extend on demand (i.e. when you shoot a harpoon, I want the rope to follow the tip until the rope's maximum lenght is reached).
Right now I've played quite a lot with Obi Rope but the ChangeLenght method just can't keep up with my "tip" object. Whenever I shoot the object it feels like the rope just drasticly stops my gameobject. Doesn't matter how often I call the change length method.
So my question - is there any way to achieve the "extend on demand" effect with Obi Rope?
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Obi Rope sticks to the floor |
Posted by: Krzysiek - 08-05-2018, 12:53 PM - Forum: Obi Rope
- Replies (1)
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Hello,
1) I have 2 objects connected with Obi rope (something like Rocker example scene). When both objects fall on the floor sometimes rope sticks to the floor (screenshot attached). How to avoid that issue?
2) Since I'm using Obi Rope in VR user may move controller under floor (intentionally or not) and the same problem exist. Is there any way to automatically (runtime) position rope over floor surface?
Cheers,
Krzysiek
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Change rope path |
Posted by: leonrdo - 04-05-2018, 07:14 PM - Forum: Obi Rope
- Replies (5)
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I changed the curve of my rope and I see the update in the editor when i click to Initialize. Yet, when I press play, the rope start with the shape of the previous curve and once I stop the simulation the rope restore to the previous curve, even I have no record of the old ObiBezierCurve. Any ideia whats going on?
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Pull chain through hoop |
Posted by: darkcser - 04-05-2018, 05:06 PM - Forum: Obi Rope
- Replies (1)
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I'm trying to create a chain that can be pulled through a hoop using Obi Rope. I essentially made a 4 objects with obi colliders on them, and arranged them in a square shape for the hoop. After that I tried to shape a spline for the chain so that it can loop through the hoop. Handles were then created for the ends of the rope. The problem is that if I pull very very gently on the chain it stays and slides through the hoop but if I pull a bit faster it just goes through the hoop, and falls to the ground.
Distance constraints is already set to 1, and distance iterations on the solver is set to 10 with the other constraint iterations set to 2 or 3. Is there some sort of settings that will help to make the collision more solid?
This is a VR project so I want to allow the user to pull on the chain through the hoop with their hands.
I've looked at the crane example, and it seems like having a larger collider helps but I need a fairly small hoop, and don't want the chain to "float" around it.
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libOni.dll caused an Access Violation |
Posted by: darkcser - 04-05-2018, 04:53 PM - Forum: Obi Cloth
- Replies (2)
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I'm experiencing a crash (Obi Cloth, Obi Rope 3.4, Unity 5.6.3p2). I have two Obi Rope objects with their own solvers and 4 Obi Cloth objects pointing to a single solver. If I enable the two solvers for the rope everything is OK. Similarly if I just enable the solver for the cloth, everything is fine. However if I enable the all 3 solvers, I get a hard crash in Unity. This sometimes happens immediately while at other times it takes a few seconds.
The log file says "libOni.dll caused an Access Violation (0xc0000005) in module libOni.dll at 0033:c017db05."
The exception from the dmp file says "The thread tried to read from or write to a virtual address for which it does not have the appropriate access" .
I'm using simulation order: fixed update.
This project uses SteamVR if that matters. I basically have a rope attached to a connector which is attached to a chain which is attached to another connector that is attached to a number of straps (using Obi Cloth). I saw the other thread (http://obi.virtualmethodstudio.com/forum...on#pid1061
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