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Rope going through wall
#1
I know this has been asked a lot of times, but for me, it still doesnt work. I have tried increasing increasing thickness of cable(it worked to some degree, but for my game, I want to have the cable thick maximum of 2 cm, so i cant really have like 10 cm thick cable), I have also increased thickness of walls to 0.1, increased substeps and steps in solvers, increased Max Depenetration, Particle CCD and increasing the mass of the cable particles. I dont know what to try else, do I really need to increase the thickness of the cable or is there any other way to do this?
Attaching all screenshots and a video:
https://drive.google.com/file/d/1oJGXjXl...sp=sharing


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#2
(Yesterday, 11:59 AM)Paul1 Wrote: I know this has been asked a lot of times, but for me, it still doesnt work. I have tried increasing increasing thickness of cable(it worked to some degree, but for my game, I want to have the cable thick maximum of 2 cm, so i cant really have like 10 cm thick cable), I have also increased thickness of walls to 0.1, increased substeps and steps in solvers, increased Max Depenetration, Particle CCD and increasing the mass of the cable particles. I dont know what to try else, do I really need to increase the thickness of the cable or is there any other way to do this?
Attaching all screenshots and a video:
https://drive.google.com/file/d/1oJGXjXl...sp=sharing

Hi,

This doesn’t seem to be caused by tunneling (the rope isn’t moving that fast), so using ccd or increasing rope/collider thickness won’t help at all.

How are you attaching the rope to the character, and how are you moving the character around?
If the character is ignoring the forces applies by the rope when taut (because it is not a rigidbody, or it’s kinematic, or the attachment is static) then moving the character will simply force the rope into colliders, as the rope can’t keep the character from moving and so the only option it has to stop stretching further is to ignore collision constraints.


Kind regards,
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