Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Solver is too performance heavy
#18
Hi!

(13-06-2025, 08:02 AM)quent_1982 Wrote: In test project collisions between rope colliders and rope are disabled by setting Collision Category and Collides With on the rope obi colliders.

I don't mean collisions between the rigidbody-based rope and the Obi rope, but collisions between the ObiRope and the character: you're attaching the center of the character to the rope, but the rope is set to collide against the character. This means the engine is simultaneously being asked to keep the rope inside the character (since it's attached to it), and outside of it due to collisions. An object cannot be inside and outside an area at once, so the resulting simulation is not physically meaningful.

(13-06-2025, 08:02 AM)quent_1982 Wrote: The invisible rope are needed to find collision point and attach to it

There is no need to use colliders just to find collision points, Obi already performs its own collision detection that you can get results from and perform queries on:

https://obi.virtualmethodstudio.com/manu...sions.html
https://obi.virtualmethodstudio.com/manu...eries.html

Your current approach doesn't make any sense whatsoever: what's the point of using a particle-based engine such as Obi if you're replicating the exact same simulation using rigidbodies, then attaching the particles in the particle rope to the rigidbodies in the rigidbody rope? why do the exact same work twice?

(13-06-2025, 08:02 AM)quent_1982 Wrote: 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.

You can use a distance field to get robust collisions against arbitrary shapes, both convex and concave.

(13-06-2025, 08:02 AM)quent_1982 Wrote: I've tried to use VineSwinging example and pinholes but it works not good for my main character.

Could you be more specific about what's not working correctly with your character? Pinholes already implement attaching rigidbodies to a rope and support sliding the attachment point along the rope, so it looks like they're what you should be using in your case.

kind regards
Reply


Messages In This Thread
Solver is too performance heavy - by quent_1982 - 27-05-2025, 03:53 PM
RE: Solver is too performance heavy - by josemendez - 13-06-2025, 11:10 AM
RE: Solver is too performance heavy - by chenji - 16-06-2025, 07:30 AM
RE: Solver is too performance heavy - by chenji - 16-06-2025, 01:40 PM
RE: Solver is too performance heavy - by chenji - 17-06-2025, 07:10 AM