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If I try to destroy a rope simply using Destroy(gameObject), all other ropes using that solver stop working. I've tried using Solver.RemoveActor(rope), but that results in a whole bunch of weird problems. What is the correct way to go about this?
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07-01-2019, 11:57 AM
(This post was last modified: 08-01-2019, 12:03 PM by SamMcG.)
When I say all other ropes stop working, it seems that they only stop updating visually. Their bounds and other things are still working and moving correctly, its just visually they stop. If any ropes are added after this, or if the bugged rope is clicked in the inspector, it starts rendering correctly again.
Edit: Using the particle grid debugger, its definitely just the mesh that isn't updating, the particles are all correct.
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Still looking for a solution to this. I don't know if its a bug with ObiRope or if I'm doing something wrong.