22-05-2025, 10:06 PM
(22-05-2025, 09:43 AM)josemendez Wrote: Bounds should appear both in editor and during play mode, as long as the solver is enabled.Ok, this works now. Problem was, because obi solver, for some reason, did not get bounds of the rope (I don't know how this works). So I did this:
Note this won't stop the simulation: particles will still move due to gravity, wind, forces, etc. Disabling all constraints only prevents particle velocities/positions from being constrained to each other or to objects in the scene.
The thing I would check is the camera frustum vs the solver bounds to see if they intersect, but you mention there's no bounds visible in play mode which is rather weird.
The only reason I can think of for this is that the solver is disabled at the time of adding the rope, so the bounds are not being updated to include the new rope. This will cause it to be rendered as long as the old bounds (whatever they are) are inside the camera frustum.
Would it be possible for you to share the project by sending it to support(at)virtualmethodstudio.com so that I can take a closer look?
kind regards,
On Start:
Code:
Time.timeScale = 0;
obiSolver = Instantiate(ApplicationScript.Instance.SolverPrefab).GetComponent<ObiSolver>();
EnvironmentParent = obiSolver.transform;
Time.timeScale = 1;
Code:
obiRope.transform.SetParent(null);
obiRope.transform.SetParent(obiSolver.transform);
Best, Paul