13-06-2025, 02:52 PM
(This post was last modified: 13-06-2025, 02:54 PM by quent_1982.)
(13-06-2025, 11:10 AM)josemendez Wrote: Hi!
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.
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?
You can use a distance field to get robust collisions against arbitrary shapes, both convex and concave.
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
Thanks for mentioned distance fields, I really somehow missed the article about them in docs, I've implement them and all obi collisions are working great now and maybe if I can to implement pinholes I'll be able to completely remove invisible rope and that's great!
But I can not understand how pinholes is working and to what them are attaching to, because when I'm trying to attach some of player's hand or other limb the rope is aiming to reach player's mesh center and as a result there is a big gap between player and rope. By the way, I do not need to climb on pinhole as Vine Example shows, all I need is to grab the rope, swing and reach the rope saving swing impulse.
Best regards,