(15-10-2022, 07:03 AM)Holty Wrote: are there issues with teleporting with obi rope parented to an object and held by the VR player avatar?
Hi!
Teleporting and parenting don't work well together with physics, regardless of the physics engine you use. This is game physics 101:
https://answers.unity.com/questions/6249...idbod.html
https://digitalopus.ca/site/using-rigid-...he-manual/
https://www.reddit.com/r/Unity3D/comment..._physicsy/
The reason is both operations work on the position and orientation of objects, but completely ignore
dynamic properties (linear and angular velocities).
Parenting a dynamic object doesn't make sense, instead you want to
constrain it. In Unity this is done using
joints, the equivalent thing in Obi is
attachments.
For teleporting a dynamic object, you usually need to call a specific method on it instead of just doing transform.position = something. For Unity rigidbodies, you call rigidbody.MovePosition(). For Obi actors, you call actor.Teleport(), or set the position/velocity of individual particles using the
particles API.
So the answer is yes, you can do this in Obi as long as you implement it properly. Ignoring the fact that "regular" parenting and teleporting don't make sense for dynamic objects will yield completely incorrect results.
(15-10-2022, 07:03 AM)Holty Wrote: Can I restrict the amount of bend that the user can achieve while pointing / directing the nozzle so as to create a more realistic, thick rubber hose feel?
Yes, this is entirely possible. You have full control over stretching/bending/twisting compliance in Obi. Of course, the character's VR hand must be a dynamic object (rigidbody) as well, otherwise the rope can't apply forces to it (because it has no velocity property to modify) and restrict movement as a result of the rope being too stretched/bent/twisted.
let me know if I can be of further help, cheers!