17-05-2026, 07:22 AM
(15-05-2026, 09:26 AM)josemendez Wrote: Hi,
There’s a couple problems with your code. The most important one is that it disregards vector spaces, assuming all data is expressed in world space.
Solver data is expressed in the solver’s local space:
https://obi.virtualmethodstudio.com/manu...icles.html
“ All spatial properties (positions, orientations, velocities, vorticities, etc) are expressed in the solver's local space.”
Conversely, blueprint data (since they’re assets, and hence not tied to a particular scene) is expressed in object space, just like mesh data in Unity.
Since you’re mixing solver and blueprint data, you should use Unity’s Transform and InverseTransform family of methods to convert all data to the same space:
https://docs.unity3d.com/6000.4/Document...sform.html
Specifically, you must convert the solver particle positions to the target rope’s local space while assigning them.
The second issue is that you’re assuming particles appear in the rope’s arrays in the same order they’re physically laid out in the rope. This is seldom the case, you should use elements instead:
https://obi.virtualmethodstudio.com/manu...ropes.html
Let me know if you need further help,
Kind regards,
Thank you so much!! Those two things (along with realizing I needed to set the rope resolution to 0 if I was making every single rope particle a control point) solved all my issues!
