As title says, when using
setting breakThreshold to a small positive number does not make the constraint break. It seems to always be infinite. Why is this? Normal dynamic Particle Attachments works fine in my scene.
Code:
batch.AddConstraint(solverIndex, obiCollider, positionCS, Quaternion.identity, linearCompliance, rotationalCompliance, breakThreshold);
setting breakThreshold to a small positive number does not make the constraint break. It seems to always be infinite. Why is this? Normal dynamic Particle Attachments works fine in my scene.