(29-04-2025, 01:14 PM)josemendez Wrote: It's hard to say, but most likely yes. There's many differences between versions 6 and 7, and your version is one of the oldest in the 6.X cycle so I'd avoid updating.This is what I want "The onContactEnter event in ObiContactEventDispatcher is triggered when a particle belonging to the actor first touches a collider." and using the rope as a path from that point to the end.
That doesn't make any sense whatsoever. In C#, the signature of the method you subscribe to an event must match the delegate.
The onContactEnter event in ObiContactEventDispatcher is triggered when a particle belonging to the actor first touches a collider. On the other hand, the method taking ObiCollisionEventArgs as argument is subscribed to the solver's OnCollision event, which returns all collisions that took place during the last simulation step. It's two completely different things, and I'm not sure which one you want. Would you mind clarifying what your goal is? You previously mentioned this:
This is not what ObiContactEventDispatcher's onContactEnter does: to get the gameObjects currently touching the rope, you should use solver.OnCollision and iterate trough all contacts as in the example script I shared. If you use ObiContactEventDispatcher, you'll get a single contact when the rope approaches an object, but it may or may not be the one currently in contact with it.
Not at all. The engine works the same way both in 2D and 3D, 2D is just one spatial coordinate less.
Is it a dynamic or static attachment? If it's a dynamic one, how are you moving the object the rope is attached to?
kind regards
Is there a place or method where I can see which of the black dots appearing in the Obi particle Renderer are touching and where I can get the world positions of all the black dots? I can create the path myself from there.
I made the fixed point static, the moving point dynamic. The object to which the rope is attached moves with Vector2 lerp. The target position is the position of the gameObject that I move with the rigidbody.