06-09-2017, 07:38 PM
(15-08-2017, 11:34 AM)josemendez Wrote: Hi!
Basically you have to find out which actor contains the contact particle index in its "particleIndices" array. This is quite expensive to do since in involves a IndexOf() operation which runs in linear time on the number of particles for each actor.
In the next update we've added a much easier way to do this, that runs in constant time.
cheers!
Does 3.2 have this new method of determining which actor/particle collision occurred on?
If so, please tell is what it is!