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How to handle terrain holes?
#3
(04-09-2024, 07:38 PM)josemendez Wrote: Hi,

Terrain holes are supported since v6.5.1 (see changelog). Let me know if you run into any related issues.

kind regards,


Hmm, I'm on 7.0.2 and it doesn't seem to work for me. I thought the issue was related to me changing the hole data at runtime but even if I paint a hole in the terrain before starting the scene, the rope will not pass through. Is there anything particular I need to do? I just have a terrain with an obi collider - am I missing something? See the attached image for reference:

EDIT: Ok I sort of figured it out - in my test scene, I had the heightmap flattened down to zero. I'm looking at the logic in ObiHeightFieldContainer.cs where it reads the hole data but I'm not exactly sure how it explains what I was seeing before. I can work around the issue in practice, but the "invisible floor" at terrain height 0 is unexpected - not sure if it would be considered a bug.


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Messages In This Thread
How to handle terrain holes? - by btduser - 04-09-2024, 04:55 PM
RE: How to handle terrain holes? - by josemendez - 04-09-2024, 07:38 PM
RE: How to handle terrain holes? - by btduser - 04-09-2024, 08:34 PM
RE: How to handle terrain holes? - by josemendez - 04-09-2024, 10:35 PM
RE: How to handle terrain holes? - by btduser - 04-09-2024, 11:04 PM
RE: How to handle terrain holes? - by josemendez - 05-09-2024, 07:53 AM
RE: How to handle terrain holes? - by btduser - 05-09-2024, 02:28 PM
RE: How to handle terrain holes? - by josemendez - 06-09-2024, 07:56 AM