15-12-2021, 01:33 PM
(This post was last modified: 15-12-2021, 01:55 PM by Reydans.
Edit Reason: Update
)
Hi,
I was developping a game partially filled with Ropes, and I encountered a weird problem along the way.
My ropes are Instatiated in run-time, with a simple script that generates a blueprint with two control points (and two constraints) that the user chooses. Everything works fine.
The ropes are on Collision Category 0, and collide with everything but 0.
However, destroying a simple gameobject with an Obicollider (and an OBiRigidbody) on it, makes one Rope (only one) have one of its constraints moved to the destroyed Gameobject.
The ropes teleports one of its ends to the destroyed Gameobject.
The colliders are on Collision category 1 and collide with everything.
The Ropes and the colliders have no relation between them, So my guess is that it is coming from the Solver.
But how to fix it? I have no idea.
Could you please help?
EDIT : A DestroyImmediate on the ObiRigidbody works fine. I guess that the solver methods called in this very frame makes the whole thing bug. Is There any way to avoid this? I'dlike not to use DestroyImmediate!
I was developping a game partially filled with Ropes, and I encountered a weird problem along the way.
My ropes are Instatiated in run-time, with a simple script that generates a blueprint with two control points (and two constraints) that the user chooses. Everything works fine.
The ropes are on Collision Category 0, and collide with everything but 0.
However, destroying a simple gameobject with an Obicollider (and an OBiRigidbody) on it, makes one Rope (only one) have one of its constraints moved to the destroyed Gameobject.
The ropes teleports one of its ends to the destroyed Gameobject.
The colliders are on Collision category 1 and collide with everything.
The Ropes and the colliders have no relation between them, So my guess is that it is coming from the Solver.
But how to fix it? I have no idea.
Could you please help?
EDIT : A DestroyImmediate on the ObiRigidbody works fine. I guess that the solver methods called in this very frame makes the whole thing bug. Is There any way to avoid this? I'dlike not to use DestroyImmediate!