13-04-2020, 08:00 AM
(12-04-2020, 11:11 PM)nomanĀ fareed Wrote: I have implemented a rope I need to stretch the rope at a point like I did in this given linked video
https://1drv.ms/v/s!AkGarI_8WKB3hmOFK6hS12V4zMap
I used a collider to drag a rope but at fast speed the collider passes through it often and more over I need to stretch it the same way upward so kindly suggest me the way to do this perfectly without using collider.
You can't do this perfectly: overstitching a rope will open gaps in its particle-based representation, allowing collider to pass trough.
I'd recommend:
- Add a ObiParticleRenderer component to the rope, to be able to view its particles and debug collisions:
http://obi.virtualmethodstudio.com/tutor...ering.html
- Increase the amount of substeps in the updater, to increase simulation quality (the rope will stretch less):
http://obi.virtualmethodstudio.com/tutor...aters.html
- Try increasing the mount of distance constraint iterations:
http://obi.virtualmethodstudio.com/tutor...olver.html
For more info on how timestep size/substeps/iterations affect the simulation, see:
http://obi.virtualmethodstudio.com/tutor...gence.html