AttackGorilla Posted October 1, 2020 Share Posted October 1, 2020 I have a functional water physics mesh with the physical Mask set to 00 00 00 01. I then have a rigid body with physical mask set to 00 00 00 02 and all shape masks set to 00 00 00 02. But the rigid body still interacts with the water. How do I get the water mesh to ignore some rigid bodies (or rigid body to ignore water)? [To explain what I am attempting to do is have a rigid body that is frozen in the water (does not interact with water) until the player interacts with it, then frozen switches false and interacts with water.] Link to comment
silent Posted October 2, 2020 Share Posted October 2, 2020 AttackGorilla It looks like there is no masks compare between rigid body and water physics. Not sure right now if it's bug or intended behavior. I've created a ticket in our internal bug tracker regarding this. In case of any updates I will surely let you know. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
AttackGorilla Posted October 2, 2020 Author Share Posted October 2, 2020 Thank you for verifying. Saves me time troubleshooting more why it isn’t working and getting nowhere. Would be good to know if there is a planned fix, workaround, if it just is what it is. Doesn’t completely break my game mechanics not having this capability but it would be nice to have this capability. thanks again Link to comment
silent Posted October 2, 2020 Share Posted October 2, 2020 @AttackGorilla Here is what I get (setting different masks will disable interaction, setting the same mask - interaction is working). Looks like it's expected behavior. Do you have different results with similar setup? water_physics.mp4 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
AttackGorilla Posted October 2, 2020 Author Share Posted October 2, 2020 (edited) I am using a "water mesh" not a "physical water" object. I agree it works with "physical water" object, but I cannot get it to work with a plane "water mesh". The Rigid body always collides with with my "water mesh" even if I use the different bit masks as you show. Edited October 2, 2020 by AttackGorilla Link to comment
silent Posted October 3, 2020 Share Posted October 3, 2020 Could you please send us your test scene? Or small video with node hierarchy and settings? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
AttackGorilla Posted October 3, 2020 Author Share Posted October 3, 2020 sorry not sure hot to share the test scene. Attached is a video: 2020-10-02-2051-06.mp4 Link to comment
AttackGorilla Posted October 4, 2020 Author Share Posted October 4, 2020 I got it to work. It works if I initialize my object as dummy type (instead of rigid body), which is not affected by the water. Then I change the type to fracture or rigid when the player interacts (when a collision is detected). Thank you for the support/assistance. Link to comment
silent Posted October 5, 2020 Share Posted October 5, 2020 Thanks for the video, it's now more obvious what is going on. I will create a ticket regrading this behavior in our internal bug tracker. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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