18-08-2025, 08:34 AM
(18-08-2025, 08:20 AM)josemendez Wrote: Hi,
Obi and Unity's built-in rigidbody physics are separate physics engines, and are updated separately. This means there's always at least 1 simulation step of latency between force exchanges between them. They're also updated at different frequencies, Obi's update frequency being Unity's fixed timestep / ObiSolver's substeps.
You're currently updating Unity's physics with a timestep of 0.015 seconds, and Obi is being updated at 0.015/4 = 0.00375. As a result, any forces calculated by the rope will take 4 full Obi physics updates before they're applied on the rigidbody planks. This makes them react late to them.
To bring this down to 1 simulation step (the minimum), set your project's fixed timestep to 0.00375 and your ObiSolver's amount of substeps to 1. Both engines will update at the same frequency, so at most one simulation step will pass between the character pushing down a plank and the rope applying a force to counteract this.
kind regards,
Hello, thanks for reply!
Wow, that TimeStep value is too low for my game, so that fix isn’t applicable in my case. Do you have any other ideas? All suggestions would be greatly appreciated.
Kind regards,