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Rope going through wall
#5
(Yesterday, 11:29 AM)Paul1 Wrote: Thank you both for replies. The wall, that goes through in the video, is mesh collider, used by the door walls, the next colliders are also mesh for next doors and for wall, going over the doors. They look to be positioned correctly, because my player cant go through, that also confirms unitys gizmos.
The player is kinematic, because Im using Photon Fusion 2's KCC, which makes player kinematic. I want for my game to be kinematic to particles anyway, but want to have an option, if the cable detects tear, that it does not cut the rope, but if the player is holding it, it releases the rope. I havent done this yet, didnt check manual yet, do you think once I do this, I wouldnt have any those problems anymore? And if so, what should I use for detecting? Does API detect rope tearing, if the constraint is disabled? Or should I make my own tearing detection code?

Thank you again for replies.
Best, Paul
It may not be related to the cause of your problem, but why you use mesh collider as a box collider can simply achieve what you need? Mesh collider is a performance killer that should be avoided in almost all cases.
As to the tear method you mentioned, is it another requirement or it's a workaround you thought that may solve your origin problem (rope go through wall)?
As to the "rope go through wall" problem, please post the two Obi Collider screenshots (the one of the rope and the problem wall). You only post one in your first post.
And if you're moving player in a kinematic way it may be the cause, as josemend methoned.
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Messages In This Thread
Rope going through wall - by Paul1 - 03-08-2025, 11:59 AM
RE: Rope going through wall - by josemendez - 03-08-2025, 01:08 PM
RE: Rope going through wall - by chenji - Yesterday, 02:24 AM
RE: Rope going through wall - by Paul1 - Yesterday, 11:29 AM
RE: Rope going through wall - by chenji - Yesterday, 12:47 PM
RE: Rope going through wall - by josemendez - Yesterday, 01:02 PM