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Rope Jittering effect on ios
#1
Hey Guys! I'm new to obi rope, but I have a problem in Unity editor rope is fine, but when I build for IOS, it's getting jittery on that part that connected to the roof.

Here is the video - https://www.youtube.com/watch?v=7ssnTdMnB90

What's the reason for this?
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#2
(04-06-2020, 11:36 AM)davidsedrakyan Wrote: Hey Guys! I'm new to obi rope, but I have a problem in Unity editor rope is fine, but when I build for IOS, it's getting jittery on that part that connected to the roof.

Here is the video - https://www.youtube.com/watch?v=7ssnTdMnB90

What's the reason for this?

See the last part of:
http://obi.virtualmethodstudio.com/tutor...aints.html

You've attached the rope inside a collider that is also set to collide with the rope. The collision tells the particle to be outside of the collider, but the attachment tells it to be inside. Since both conditions cannot be met simultaneously (for obvious reasons), the result is that the particle alternates between both (jittering). Depending on the exact order in which constraints are enforced (can change between platforms), the particle might enforce collision, attachment, or alternate between both.

The simplest solution is to disable collisions between that particle and the collider. You can use phases for this. See:
http://obi.virtualmethodstudio.com/tutor...sions.html
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#3
(04-06-2020, 11:45 AM)josemendez Wrote: See the last part of:
http://obi.virtualmethodstudio.com/tutor...aints.html

You've attached the rope inside a collider that is also set to collide with the rope. The collision tells the particle to be outside of the collider, but the attachment tells it to be inside. Since both conditions cannot be met simultaneously (for obvious reasons), the result is that the particle alternates between both (jittering). Depending on the exact order in which constraints are enforced (can change between platforms), the particle might enforce collision, attachment, or alternate between both.

The simplest solution is to disable collisions between that particle and the collider. You can use phases for this. See:
http://obi.virtualmethodstudio.com/tutor...sions.html

Ty, for a nice answer, you really have very-very good support! Sonrisa
That's awesome, Will give you a shootout on my upcoming game! Sonrisa

(04-06-2020, 01:34 PM)davidsedrakyan Wrote: Ty, for a nice answer, you really have very-very good support! Sonrisa
That's awesome, Will give you a shootout on my upcoming game! Sonrisa

And one last question, Can I get rope-shooting effect, like when rope is generated I need 2 points (start and end) to be in same position, and afer 1-sec I need second point to be moved to the point that I shooted.


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#4
(04-06-2020, 01:34 PM)davidsedrakyan Wrote: Ty, for a nice answer, you really have very-very good support! Sonrisa
That's awesome, Will give you a shootout on my upcoming game! Sonrisa


And one last question, Can I get rope-shooting effect, like when rope is generated I need 2 points (start and end) to be in same position, and afer 1-sec I need second point to be moved to the point that I shooted.

Doing this will the rope itself will be difficult, as the rope constraints themselves won't allow the rope to be collapsed in a single point at the beginning.

Imho, an easier approach would be to use a simple line renderer between two points, and then use Vector3.Lerp to move the second point to the attachment location over time.
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#5
(04-06-2020, 01:44 PM)josemendez Wrote: Doing this will the rope itself will be difficult, as the rope constraints themselves won't allow the rope to be collapsed in a single point at the beginning.

Imho, an easier approach would be to use a simple line renderer between two points, and then use Vector3.Lerp to move the second point to the attachment location over time.

Yeah, but I need a rope for gameplay, I need a shooting effect on grapple hook, and after that I need to hang on that rope.
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#6
(04-06-2020, 01:55 PM)davidsedrakyan Wrote: Yeah, but I need a rope for gameplay, I need a shooting effect on grapple hook, and after that I need to hang on that rope.

Of course, I meant showing the line renderer while shooting, and once it reaches the attachment point replacing it with the actual rope.
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#7
(04-06-2020, 02:02 PM)josemendez Wrote: Of course, I meant showing the line renderer while shooting, and once it reaches the attachment point replacing it with the actual rope.
yeah, that can be a solution, but changing line renderer to rope in real-time will be visible to the player, one more question, can I change rope point position on runtime?
Currently I'm changing point position on runtime, in the scene, without any script and unity crashes after changing point position.
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#8
(04-06-2020, 02:39 PM)davidsedrakyan Wrote: yeah, that can be a solution, but changing line renderer to rope in real-time will be visible to the player, one more question, can I change rope point position on runtime?
Currently I'm changing point position on runtime, in the scene, without any script and unity crashes after changing point position.

What do you mean by rope "point position"? Do you mean the attachment point?
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#9
(04-06-2020, 03:11 PM)josemendez Wrote: What do you mean by rope "point position"? Do you mean the attachment point?

Yeah my rope has 2 attachment point, 1 to the roof attached, and one to the character, I'm thinking of changing rope attachment point on the runtime
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