17-06-2025, 07:53 AM
(This post was last modified: 17-06-2025, 09:20 AM by josemendez.)
(16-06-2025, 06:44 PM)quent_1982 Wrote: Does it mean that I can read trigger events from ObiSolver.OnCollision event too? If that's true it will be great!
Yes, triggers are also included in collision detection and ObiSolver.OnCollision will also report them. Contacts against triggers are simply ignored during collision response.
(16-06-2025, 06:44 PM)quent_1982 Wrote: I'm rotating player by default using AddTorque, I do not know why Chenji mentioned it, so it is still not clear why there is a gap and how to properly force rope to follow player's hands after succeseful grabbing.
There can be many reason for a gap to appear. Most of them have to do with how and when you're moving the character in relation to the simulation. Chenji's advice regarding this matter is solid, make sure to double check these points specifically:
*You'd better use AddTorque (physics related) to rotate anything, instead of changing GameObject's transform(only affect visual), if you want the rope's behavior close to real world one.
*Try to use Synchronous Fixed mode https://obi.virtualmethodstudio.com/manu...html*Check Interpolation of your Rigidbody. Make sure they are same with Obi Solver.
*Check the Obi/rigidbody colliders of the conterpart of the problem. For example, if your problem is A and B has a gap, check whether A and B has collisions. Try disable their collision to see whether it works.
kind regards,