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Particle attachments dont attach correctly on quest2
#1
Hi, in my company we have Obirope asset and i have a few problems setting it up.

We have overcomplicated vr setup using MetaXR sdk. Obirope 7.0.3, burst solver. 
There is image limit on forum so i uploaded it here. In Editor it looks ok (attachment 1. Cables in editor image),
but when app is built and run on quest2 cables are not snapped in place(attachment 2. Cables on the device).

Attachments 3-7 show my in editor setup. On image 4 control points on the edges collide with noting. Image 7 shows attachments that are set up on both sides of rope.
Stuff is connected to each other using meta SnapInteractable to SnapInteractor connection creating ”chains” of objects (they must be coupled/decoupled dynamically).
I also tried to write custom script for forcing renderable position into target Transform position. Sadly there is no visible change on the device.

Another issue is that I have problems with setting up rope as cable so it will behave more like cable, not like rope. Any suggestions?
And fps drop (-20fps) but I assume it's caused by multiple ropes, for now I just want rope endings to attach. 

Please let me know if I can specify something more or you need any additional information regarding my setup.
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#2
(13-02-2025, 02:49 PM)drone Wrote: [color=#333333][size=small][font=Tahoma, Verdana, Arial, sans-serif]Hi, in my company we have Obirope asset and i have a few problems setting it up.

How are the objects the rope is attached to set up? Do they have colliders near the rope? If so, make sure the rope is not colliding against them at the attached positions, otherwise collisions may force the rope out of the collider as explained in "attachments inside colliders":
https://obi.virtualmethodstudio.com/manu...ments.html

Another possible cause would be that your solver has interpolation enabled and is using asynchronous mode. Both settings will add a 1-frame delay w.r.t. other objects in the scene, so that could be affecting as well.

(13-02-2025, 02:49 PM)drone Wrote: Another issue is that I have problems with setting up rope as cable so it will behave more like cable, not like rope. Any suggestions?

Not sure what differences between a cable and a rope you have in mind. Could you be more specific?

(13-02-2025, 02:49 PM)drone Wrote: And fps drop (-20fps) but I assume it's caused by multiple ropes, for now I just want rope endings to attach. 

Make sure the Burst compiler is enabled in Unity's preferences, and that the jobs debugger is disabled. Otherwise performance won't be very good.

As a side note, your solver only uses 2 steps and multiple iterations for most constraints. In most cases this is suboptimal, you'd get both higher quality and faster simulation by using only 1 iteration and 4-6 substeps. See: https://obi.virtualmethodstudio.com/manu...gence.html

kind regards,
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