Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Non-uniform particle distance
#11
(21-12-2025, 04:46 PM)chenji Wrote: I found a problem. When this happens, the calculateLength isĀ  not changed at all.

Hi!

Upon first inspection, I didn't find any issues with CalculateLength when the pool runs out of particles. All CalculateLength does is add the lengths of all rope elements, doesn't matter that the elements have different lengths, or the amount of elements. restLength also works correctly in this case.

Will take a closer look at your repro demo as soon as possible and get back to you.

kind regards,
Reply
#12
(22-12-2025, 09:23 AM)josemendez Wrote: Hi!

Upon first inspection, I didn't find any issues with CalculateLength when the pool runs out of particles. All CalculateLength does is add the lengths of all rope elements, doesn't matter that the elements have different lengths, or the amount of elements. restLength also works correctly in this case.

Will take a closer look at your repro demo as soon as possible and get back to you.

kind regards,
hello, any updates?
Reply
#13
(09-01-2026, 02:56 AM)chenji Wrote: hello, any updates?
I'm also developing a fishing game. I haven't used code yet; I'm only using the Obi plugin to create assets and testing it in test scenarios. Currently, I'm encountering a problem when creating the fishing line: it's elastic like a rubber band and gets stretched. The float also causes the line to suddenly stretch into a sharp angle, which looks very unrealistic. Are there any good solutions? Thanks
Reply