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Why are fluid particles jumping around when simulating in local space?
#4
(06-08-2019, 09:20 AM)bobby Wrote: Thank you for the quick response, I will try that.

Hi there, it didn't work.

The particles are still jumping around. I changed the update mode to "After Fixed Update" and wrote a script to update the transform inside FixedUpdate:

    private void FixedUpdate()
    {

        if (Input.GetMouseButtonDown(0))
        {
            startMousePos = Input.mousePosition;
        }
        else if (Input.GetMouseButton(0))
        {
            var dir = (Input.mousePosition - startMousePos) / Screen.dpi / 10;

            transform.position += new Vector3(dir.x, 0, dir.y);
        }
    }

(06-08-2019, 10:57 AM)bobby Wrote: Hi there, it didn't work.

The particles are still jumping around. I changed the update mode to "After Fixed Update" and wrote a script to update the transform inside FixedUpdate:

    private void FixedUpdate()
    {

        if (Input.GetMouseButtonDown(0))
        {
            startMousePos = Input.mousePosition;
        }
        else if (Input.GetMouseButton(0))
        {
            var dir = (Input.mousePosition - startMousePos) / Screen.dpi / 10;

            transform.position += new Vector3(dir.x, 0, dir.y);
        }
    }

Interesting. I set the update mode to Late Update and it works now.
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Messages In This Thread
RE: Why are fluid particles jumping around when simulating in local space? - by bobby - 06-08-2019, 10:57 AM