04-11-2024, 12:46 PM
(This post was last modified: 04-11-2024, 12:47 PM by josemendez.)
Hi!
No, this is a basic consequence of how Obi is designed. Each solver performs its own simulation, so you cannot have actors in different solvers interact with each other. Just like you cannot have rigidbodies that belong to different PhysicsWorlds interacting with each other in Unity. Quoting the manual:
Scaling solver != scaling object. When scaling a solver, you're scaling the simulation space. While this may yield the same result as scaling an object in some situations, it's generally not the same.
If your objects don't need to be scaled at runtime, you might be able to just use blueprints with different scale values for the same effect.
kind regards,
(04-11-2024, 09:46 AM)ziziza93 Wrote: Is it possible to make the objects within these two solvers collide?
No, this is a basic consequence of how Obi is designed. Each solver performs its own simulation, so you cannot have actors in different solvers interact with each other. Just like you cannot have rigidbodies that belong to different PhysicsWorlds interacting with each other in Unity. Quoting the manual:
Quote:Each solver is completely independent from other solvers. Therefore, actors being updated by different solver won't interact / collide with each other. Only actors in the same solver will react to each other.
(04-11-2024, 09:46 AM)ziziza93 Wrote: It is unavoidable to split into two solvers because I need to adjust the scale for some objects.
Scaling solver != scaling object. When scaling a solver, you're scaling the simulation space. While this may yield the same result as scaling an object in some situations, it's generally not the same.
If your objects don't need to be scaled at runtime, you might be able to just use blueprints with different scale values for the same effect.
kind regards,