Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Solver is too performance heavy
#27
(16-06-2025, 12:06 PM)quent_1982 Wrote: ----------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.

Hi,

If you're using a collider to register collisions against the rope, what's the point of converting it to a trigger *after* grabbing the rope? Isn't it better to just use a trigger to detect the collision?

(16-06-2025, 12:06 PM)quent_1982 Wrote: 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).

How are you performing the rotation? Note that physics in Unity don't run every frame, so if you rotate the object by simply transform.Rotate or rotation = something in Update(), that will cause a gap. It's best to use torques as Chenji pointed out, since they are part of the physics simulation. This is what the Vine example does, as its character controller is fully physics based.

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 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 josemendez - 16-06-2025, 02:44 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