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Solver is too performance heavy
#22
(13-06-2025, 02:52 PM)quent_1982 Wrote: 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!

None of the example scenes included with Obi use an invisible rope made of colliders, so you certainly can remove it Sonrisa.

(13-06-2025, 02:52 PM)quent_1982 Wrote: 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.

Pinholes attach a point along the rope (expressed as a normalized coordinate, 0 being the start of the rope and 1 being the end) to a position in an object, expressed in the object's local space. If the pinhole is aiming to reach the player's mesh center, it means you passed zero (Vector3.zero) as the position, which is the center of the object. This is what your original code using regular pin constraints does too.

You need to pass a proper local-space point instead. Keep in mind Unity has lots of methods to convert data between vector spaces, such as TransformPoint.

kind regards,
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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 chenji - 16-06-2025, 07:30 AM
RE: Solver is too performance heavy - by josemendez - 16-06-2025, 08:41 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
RE: Solver is too performance heavy - by chenji - 20-06-2025, 07:56 AM