(02-03-2022, 10:06 AM)0xhex Wrote: Yes but when I put outside the solver, emitter's position and rotation is not changed by character position and rotation right?
Why wouldn't it? as long as the emitter is a child of the character (at any nesting level), emitter position and rotation will be that of the character's. It's just how transform parenting works.
(02-03-2022, 10:06 AM)0xhex Wrote: so I need to update its position and rotation every frame?
No need, parenting the emitter to the character will take care of that.
(02-03-2022, 10:06 AM)0xhex Wrote: or there is some shortcut for example solver outside character, emitter inside the characters that possible?
That's exactly what you should do: place the emitter inside the character, and the character inside the solver:
Solver --> Character ---> Emitter
Quote:when I cancel the parent relationship solver and emitter, it does not work,
emitter has to be inside to solver?
Any actors (including emitters) need to be inside the solver's hierarchy. Quoting the manual:
http://obi.virtualmethodstudio.com/manua...olver.html
Quote:Every actor needs to have a solver up its hierarchy in order to get updated and rendered.
Also check the page that explains Obi's architectural design:
http://obi.virtualmethodstudio.com/manua...cture.html
To draw a parallelism with other systems in Unity:
UI: Buttons needs to be inside a Canvas to be rendered and receive events.
Animation: joints need to be inside an Animator to have their position/rotation driven by it.
Obi: Actors need to be inside a Solver to be rendered and have their simulation updated.