13-10-2022, 08:15 AM
ObiRope stuck in BoxCollider - Distance Fields how
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13-10-2022, 08:18 AM
(This post was last modified: 13-10-2022, 08:35 AM by josemendez.)
(13-10-2022, 08:15 AM)WavyRancheros Wrote: Hi, There can be a lot of reasons for this: from not enough collision iterations to low particle resolution or very thin box collider. (13-10-2022, 08:15 AM)WavyRancheros Wrote: Now I read about distance fields, but to create one I need to input a mesh. Distance fields have no advantage at all compared to box colliders (or any other primitive collider): they're both convex and completely solid. Using distance fields only makes sense to replace mesh colliders (or a large and complex group of primitives), otherwise you would just end up with a less precise, slightly more expensive box collider. I'd suggest to add a ObiParticleRenderer component to your rope to visually inspect/debug collisions against the box. Chances are the box is thin enough to pass in-between particles in the rope, in this situation some viable solutions are: - Use more substeps - Increase rope resolution (or thickness) - Use surface collisions kind regards, |
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