Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Prefab rope collision question
#2
(17-06-2019, 02:57 PM)loltype Wrote: Hi,

I purchased OBI rope 4.1 recently. It is fantastic asset!

I got stuck on an unexpected phenomenon for the past few days. I made a prefab which consists of Obi Rope(fully set up, initialized) + script(just destroy after 5 sec). And I added a cube with ObiCollider to the scene for collision testing.

When I instantiate the prefab rope at runtime, it falls and collide the cube correctly as long as prefab remains. But once all prefab has been destroyed, newly instantiate  prefab will be penetrate(not collide with) the cube.


This is link for Youtube video.
https://youtu.be/jjRjJNdYFdI

Now I have workarounds for this: 
 (1) Remove solver from the prefab, add a solver to scene and set this at runtime. As the following link:
       http://obi.virtualmethodstudio.com/forum...p?tid=1074
 or 
 (2) Simply add a dummy solver to the scene. I don’t know why it works…perhaps as long as a solver remains the phenomenon is not happen, even if the solver is dummy(not used).

I'm new to Unity and Obi Rope so maybe it is a noobish question. But I would like to share this on the forum, just in case. And if possible, I would like to know how this phenomenon happens.

Thanks!

Hi!

I've been unable to reproduce this using my own setup. How does your prefab structure/hierarchy look like? I assume each rope has its own solver? (since workaround #1 involves using the same solver for all ropes, correct?)
Reply


Messages In This Thread
Prefab rope collision question - by loltype - 17-06-2019, 02:57 PM
RE: Prefab rope collision question - by josemendez - 17-06-2019, 07:22 PM
RE: Prefab rope collision question - by loltype - 18-06-2019, 12:17 PM
RE: Prefab rope collision question - by loltype - 13-02-2020, 08:42 AM