09-02-2021, 09:33 PM
(This post was last modified: 09-02-2021, 09:34 PM by josemendez.)
(09-02-2021, 05:17 PM)Xanduffy Wrote: Hey sorry for the delayed response, I had some unrelated technical difficulties that stopped me trying out your suggestion yesterday. I've made those exact changes and frustratingly it is still not working, with little change if any. No collisions are being registered between my hands and the rope, meanwhile if there's a collision between my hands and the grappling hook while I press the grab button the Debug line shows the following result.
Code:var contactCollider = world.colliderHandles[contact.other].owner;
ObiSolver.ParticleInActor pa = solver.particleToActor[contact.particle];
Debug.Log(pa + " hit " + contactCollider);
I'm at a loss, particularly as to why the hands are not triggering the initial debug message despite visibly pushing the rope around while pressing grab. I have no idea why this is working for you but not even registering those baseline collisions for me. If you'd like I can record video of the issue?
I considered attempting to instantiate new gameobjects when the player grabs the rope and pin the rope to those rather than the hands directly, in case there was an issue with the hand tracking script overriding the pin constraint(I may be off base with that), but this isn't possible either while no collisions are being registered with the rope.
I appreciate all this help.
Works fine for me after the above changes, I will record a detailed video tomorrow for you.