18-09-2020, 12:14 AM
SO,
I've fixed the flying in the air issue,
it was a combination of having a rigidbody with Gravity and an Obi Collider .
For whatever reason this would enact all sorts of weird force onto the ball,
So ive removed the Collider entirely.
However, I can no longer enact force on this ball.
Prior to adding the OBISoftbody I was moving my ball through the scene with :
_rigidbody.AddForce(direction * BallFireForce, ForceMode.Impulse);
However, this no longer does anything. Probably being prevented from the OBI system.
I tried adding an ObiRigidBody to my script instead, but it does not have a AddForce method?
I went looking for docs on ObiSoftBodies how to move them, and ObiRigidBodies, but all i could find was :
UpdateVelocities(linearDelta, angularDelta)
http://obi.virtualmethodstudio.com/api.html
I have no clue how to use these, it says it gets the velocities back from the solver? Is the Solver keeping track of my base rigidbodies velocity? This doesnt feel right
Thanks
I've fixed the flying in the air issue,
it was a combination of having a rigidbody with Gravity and an Obi Collider .
For whatever reason this would enact all sorts of weird force onto the ball,
So ive removed the Collider entirely.
However, I can no longer enact force on this ball.
Prior to adding the OBISoftbody I was moving my ball through the scene with :
_rigidbody.AddForce(direction * BallFireForce, ForceMode.Impulse);
However, this no longer does anything. Probably being prevented from the OBI system.
I tried adding an ObiRigidBody to my script instead, but it does not have a AddForce method?
I went looking for docs on ObiSoftBodies how to move them, and ObiRigidBodies, but all i could find was :
UpdateVelocities(linearDelta, angularDelta)
http://obi.virtualmethodstudio.com/api.html
I have no clue how to use these, it says it gets the velocities back from the solver? Is the Solver keeping track of my base rigidbodies velocity? This doesnt feel right
Thanks