13-06-2025, 08:02 AM
(This post was last modified: 13-06-2025, 08:03 AM by quent_1982.)
(12-06-2025, 12:33 PM)josemendez Wrote: Hi,
Took a look at your sample project, but it doesn't make any sense to me.
Current behavior is: as soon as the player grabs the rope, it begings jittering while skidding backwards. This happens because the rope is colliding against the capsule, while attached inside: such a situation is physically impossible to solve situation and should be avoided as explained here).
Swinging with the A and D keys doesn't work since the CustomSwing() method in your CustomGrabbing class doesn't seem to be called anywhere.
There's also many invisible rigidbodies attached to the rope -almost one per particle!- and also attached between them using CharacterJoints. I don't understand the purpose of this: it's as if you're simulating the same rope twice using different engines, and then trying to get both versions to follow each other.
Deleting all rigidbodies (poin1-point20) and ensuring the capsule doesn't collide with the rope fixes the strange behavior.
Note what you seem to be trying to do is very similar to some of the including sample scenes (VineSwinging, specifically). I'd suggest taking a look at them.
let me know if I can be of further help,
kind regards,
Hello, thanks for take a look at my test project.
In test project collisions between rope colliders and rope are disabled by setting Collision Category and Collides With on the rope obi colliders.
The invisible rope are needed to find collision point and attach to it and also to generate more stable colliders, the reason for this is that my main character uses convex mesh colliders, and ObiSolver does not work as good as expected.
I've tried to use VineSwinging example and pinholes but it works not good for my main character. The player from example is good to understand what I'm struggling with, so maybe you have any ideas about pinholes or sth that I should implement to get more stable results?
Best regards,