30-11-2022, 01:19 PM
(This post was last modified: 30-11-2022, 01:20 PM by josemendez.)
(29-11-2022, 08:58 PM)Samadhi Wrote: The tube has an obi collider and the chain reacts to it. It actually wraps itself around the tube but it sometimes stutters or just jumps randomly. Do you have any idea why that might be?
As a reference, the point that circles around the tube, does so through animation
Hi!
Any animation that must interact with a physical simulation must have its update mode set to "Animate Physics". Otherwise the simulation and the animation are updated out of sync and may result in a lot of weird issues. See:
https://docs.unity3d.com/Manual/class-Animator.html
(29-11-2022, 08:58 PM)Samadhi Wrote: And for an extra, when the chain does stay rolled around the tube, it seems to be a small gap between them. Is there a way to reduce it?
This means the actual particles used to simulate the chain are a bit bigger than your chain links. Just make the links bigger (or the rope thinner). You can easily visualize the particles by adding a ObiParticleRenderer component to your rope.
(29-11-2022, 08:58 PM)Samadhi Wrote: Some extra information, my obi rope version is 6.5, my unity version is 2021.3.8f1, and the solver in charge of the chain only has the constraints of distance, particle collision / queries, collision, and chain active with 8 sequential iterations (except chain which only has a 3) and the default relaxation of 1.
Chain constraints don't have anything to do with chain rendering. See: http://obi.virtualmethodstudio.com/manua...aints.html
These settings are working against you, making the chain more stretchy than it should be and wasting performance on constraints that aren't being used. Deactivate chain constraints, set all constraint iterations to 1 and increase the amount of substeps you're using to 8-10 (you'll find substeps in the ObiFixedUpdater component).
kind regards,