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Solver is too performance heavy
#24
(16-06-2025, 08:41 AM)josemendez Wrote: None of the example scenes included with Obi use an invisible rope made of colliders, so you certainly can remove it Sonrisa.


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,

Hello!

Thanks for guiding me through this from the scratch. I’ve implemented the grabbing system from the VineSample and it mostly works, but there’s still a big noticeable gap between the player’s hands and the rope when rotating (almost same gap as mentioned in my earlier posts). Is there a way to make the rope’s simplex(hope I've called it properly) follow the hand position exactly, without any gaps or sagging like in the VineSample?

Maybe player's hierarchy will help:

Player -> Rigidbody
---MainBone -> Nothing
------BodyBone -> Rigidbody, Joint, ObiRigidbody
----------MiddleHandsCollider -> Collider, ObiCollider <- it is the object that register collisions with obi, becomes trigger after grab and it's transform I set as a target of the pinhole.

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 quent_1982 - 16-06-2025, 12:06 PM
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