14-10-2020, 10:06 AM
(14-10-2020, 07:55 AM)josemendez Wrote: Hi Vincent,
Solvers do not change the default physics settings in any way. There's no reason for your character to jump less when a solver is present in the scene, unless there's particles attached to the character and you're jumping by applying a force instead of an acceleration. F = ma, adding particles to the character increases its mass, so jump forces will result in less upwards acceleration. This is the correct and expected behavior: it's like jumping while wearing chainmail.
ObiCollider is basically a wrapper over Unity's Collider. It lets Obi "know" about Unity's physics, so anytime forces of any kind must be interchanged between Obi particles and a collider/rigidbody, a ObiCollider must be present to act as a mediator between Obi and Unity. That's why both collisions and dynamic attachments require ObiColliders: particles are able to apply forces to the object, be it as a result of collisions, or an attachment. In static attachments there's no forces involved (particle positions are directly set, like in a parent-child transform relationship), so no ObiCollider required.
That is extremely strange then, because not only my character doesn't jump has high (simply disabling the solver while playing fixes it), but I have an effect where I can "blow a wall open". The way this works is that the wall is one mesh, and upon impact it is replaced by a "broken down" version made with multiple rigidbodies (which are instantiated at runtime, meaning there's no way they are attached to anything), and when the solver is enabled the instanciated rigidbodies' velocity is much less intense.
Yes that's what I understood, it just seemed strange to me. That means that, to avoid weird behaviour I have to change the phase. Thank you for that