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23-09-2023, 03:14 AM
This bug or strange behaviour happens sometimes where the rope will flicker/shake after being let, similar to a player with high ping in a multiplayer game, even when nothing is interacting with it. This problem happens randomly and appears to happen more often in the build at playtime than on the editor playtime. It also happens more often when the "stretching scale" parameter of the obi rope is lower as you can see on the video bellow.
Here is a video showing it in action (you can also see my component setup in the inspector on the right): https://drive.google.com/file/d/1w10HNY7...sp=sharing
I also uploaded the project compressed if you would have free time to check it out (the scene is called "NewRope"): https://drive.google.com/file/d/1k0e6ljB...sp=sharing
Thank you very much for your help.
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25-09-2023, 10:03 AM
(This post was last modified: 25-09-2023, 10:05 AM by josemendez.)
(23-09-2023, 03:14 AM)eduardoseitz Wrote: This bug or strange behaviour happens sometimes where the rope will flicker/shake after being let, similar to a player with high ping in a multiplayer game, even when nothing is interacting with it. This problem happens randomly and appears to happen more often in the build at playtime than on the editor playtime. It also happens more often when the "stretching scale" parameter of the obi rope is lower as you can see on the video bellow.
Here is a video showing it in action (you can also see my component setup in the inspector on the right): https://drive.google.com/file/d/1w10HNY7...sp=sharing
I also uploaded the project compressed if you would have free time to check it out (the scene is called "NewRope"): https://drive.google.com/file/d/1k0e6ljB...sp=sharing
Thank you very much for your help.
Hi,
Your rope has self-collisions enabled, so when you reduce the distance between particles they will collide with each other and this will cause constraint fighting: particles must at the same time not penetrate each other (collision constraints) and be a distance smaller than their radius (distance constraints). Both conditions are impossible to meet simultaneously so the rope will alternate between meeting one or the other, leading to jitter.
Either uncheck self-collisions in your ObiRope, or leave stretching scale to 1.
kind regards,
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28-09-2023, 03:54 PM
(This post was last modified: 28-09-2023, 03:58 PM by eduardoseitz.
Edit Reason: Added the video link
)
(25-09-2023, 10:03 AM)josemendez Wrote: Hi,
Your rope has self-collisions enabled, so when you reduce the distance between particles they will collide with each other and this will cause constraint fighting: particles must at the same time not penetrate each other (collision constraints) and be a distance smaller than their radius (distance constraints). Both conditions are impossible to meet simultaneously so the rope will alternate between meeting one or the other, leading to jitter.
Either uncheck self-collisions in your ObiRope, or leave stretching scale to 1.
kind regards, Thanks for the help but the problem still persists even trying your two fixes. It hardly happens on the editor but mostly on the build tested on VR. But it definitely works better now.
I have attached a video of how it looks: https://drive.google.com/file/d/1G11P_4N...sp=sharing
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(28-09-2023, 03:54 PM)eduardoseitz Wrote: Thanks for the help but the problem still persists even trying your two fixes. It hardly happens on the editor but mostly on the build tested on VR. But it definitely works better now.
I have attached a video of how it looks: https://drive.google.com/file/d/1G11P_4N...sp=sharing
Hi,
May not be your case, but the same issue can take place between the rope and colliders. That is, if you attach the rope inside a collider, the rope will jitter between being inside the collider (because that's what the attachment wants) and outside of it (because that's what collisions want). This situation along with the solution -use filters to selectively disable collisions- are described in the manual, see "Attachments inside colliders":
http://obi.virtualmethodstudio.com/manua...ments.html
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(28-09-2023, 03:54 PM)eduardoseitz Wrote: Thanks for the help but the problem still persists even trying your two fixes. It hardly happens on the editor but mostly on the build tested on VR. But it definitely works better now.
I have attached a video of how it looks: https://drive.google.com/file/d/1G11P_4N...sp=sharing
Hi,
May not be your case, but the same issue can take place between the rope and colliders. That is, if you attach the rope inside a collider, the rope will jitter between being inside the collider (because that's what the attachment wants) and outside of it (because that's what collisions want). This situation along with the solution -use filters to selectively disable collisions- are described in the manual, see "Attachments inside colliders":
http://obi.virtualmethodstudio.com/manua...ments.html
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(28-09-2023, 04:03 PM)josemendez Wrote: Hi,
May not be your case, but the same issue can take place between the rope and colliders. That is, if you attach the rope inside a collider, the rope will jitter between being inside the collider (because that's what the attachment wants) and outside of it (because that's what collisions want). This situation along with the solution -use filters to selectively disable collisions- are described in the manual, see "Attachments inside colliders":
http://obi.virtualmethodstudio.com/manua...ments.html Hello. This solved the problem in my project, thank you very much.
Another related question, my client who works on the same project as me is still experiencing the problem even after I did all the steps he reported, could this be because I'm on a pc and he is on a mac, I don't see how that could happen but do you know any bugs related to the rope behaving differently on different computers?
His video on the left and my project on the right (the models .fbx is different but everything else is the same, he tested with my project after but didn't record): https://drive.google.com/file/d/19uuBSuy...sp=sharing
Thank you for your time.
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05-10-2023, 06:32 AM
(This post was last modified: 05-10-2023, 06:34 AM by josemendez.)
(04-10-2023, 04:23 AM)eduardoseitz Wrote: Hello. This solved the problem in my project, thank you very much.
Another related question, my client who works on the same project as me is still experiencing the problem even after I did all the steps he reported, could this be because I'm on a pc and he is on a mac, I don't see how that could happen but do you know any bugs related to the rope behaving differently on different computers?
His video on the left and my project on the right (the models .fbx is different but everything else is the same, he tested with my project after but didn't record): https://drive.google.com/file/d/19uuBSuy...sp=sharing
Thank you for your time.
Hi,
The code being executed is exactly the same in both systems, so there should be no differences whatsoever between Win/Mac. Internally we develop everything on Macs, so it's by far the most battle-tested platform.
Check that the build he's testing is exactly the same as yours. If the problem persists, you could share the project with us (by sending it to support(at)virtualmethodstudio.com) and I'll be glad to take a look.
kind regards,
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