01-12-2025, 10:57 AM
(26-11-2025, 12:38 PM)josemendez Wrote: Actors can implement a IConstraintUser interface (name might change) that exposes parameters related to that constraint in the inspector. This is similar to how we currently do it, but want to expose this cleanly in the new API. Which options about particles would you like to see exposed in the inspector?Lets assume I made custom distance constraint (it just tries to keep distance between particles not less than some number, nothing more).
Consider two cases:
1. I want to use it on some particles of two bodies - softbody and cloth and I need parameter to "minDistance" to control how close those particles can be.
In this case I would assume there would be custom component, because two actors are affected.
2. I want to have additional constraint between particles for specific actor, in this example softbody, so what I want is to display "Min Distance Constraint" section in softbody inspector with option "minDistance" and have that option used by constraint.
(26-11-2025, 12:38 PM)josemendez Wrote: Yes, you can technically do this right now but we want to clean up the API, put safety fences and thoroughly document it so that the correct workflow is easy to understand and follow.This is great! Good documentation and examples are really important.
(26-11-2025, 12:38 PM)josemendez Wrote: Yes, each constraint type has a "priority" (an integer number) that determines its relative update order. You define its value when deriving from ObiConstraintData, in the above examples see the ObiBendConstraintData class:Oh I see, very good there is option for that.
Thanks for answers, cheers!

