07-02-2026, 02:06 PM
(07-02-2026, 07:47 AM)goosejordan Wrote: Congrats on making a fantastic game!
I always figured you used obi when the rope looked so good. Nice to get a confirmation!
I'm curious, how did you dealt with the SDF collision on a open-word scale?
Are you generating the SDF runtime or are you like using pre-baked rock blocks?
I'm curious cause I had to go through the exact same problem myself.
Thanks!
For the SDF we enable / disable the collider too far from the climber (too far from the rope to be exact).
We are generating the SDF edit time and we have a data base of distance field depending the scales used in the objet.
So for a given object we have a data base of:
- SDF positive +x/+y/+z scale
- SDF -x/y/z scale
- SDF x/-y/z scale
- SDF x/y/-z scale
- SDF -x/-y/z scale
- SDF -x/y/-z scale
- SDF x/-y/-z scale
- SDF all negative -x/-y/-z scale
And we affect the correct SDF to the collider edit time (on scale changed)
We had to tweak the code to support negative scale on SDF generation.
+ we had to get rig of the need to have a solver above the gameObject. Since we have a multiple scenes splitting of the world, we have only on solver on the base scene that is always loaded.

