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Solver is too performance heavy
#32
(17-06-2025, 09:15 AM)quent_1982 Wrote: Let me be more specific, below I've attached screenshots how it should look and how it works in my demo scene with my player that using active ragdoll based on ConfigurableJoints(example of hierarchy in my answer above). The collider that should follow and be attached to rope is properly attached in test project but not in my main(visible gap on screenshot).

I have tried to change all parts of ObiSolver but it did not help, Solver in test project where all seems OK, same as in my main project, the same situation with rope, I've tried also change hierarchy of player and where GrabCollider is placed, so the problem somewhere else and I can not find it independently. The gap is visible every time player is attached to the rope, the reason why I've mentioned rotation is to be more specific about when the gap is more visible than by default. 

Hope this information will help to understand the situation, kind regards

Hi,

Unfortunately it's impossible to determine the cause of this just by looking at screenshots. I would need to take a look at the code in your actual project. If possible, send it to support(at)virtualmethodstudio.com and I'll debug through it.

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 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 josemendez - 17-06-2025, 09:19 AM
RE: Solver is too performance heavy - by chenji - 20-06-2025, 07:56 AM