09-07-2025, 06:27 PM
(09-05-2025, 02:04 PM)rjanders0003 Wrote:(09-05-2025, 12:57 PM)tyFlow Wrote: The simple overlap test wouldn't really help in this case because many of the hulls may be overlapping to some small degree - you'd need a test to check actual penetration depth mid-sim, and I'm not sure PhysX really exposes that info.
Another thing you can try is tuning your bind breaking settings, so that binds just auto-break if they undergo too much stress.
Thanks Tyson - I was able to re-create the problem on a smaller scale eg 20 particles
I actually think there is a possible bug- there are no binds on the hyper active particles - they stay locked, I even bound two hyper active particles to a box I set mass to 100 and they (active particles) just pull it around. The only two ways I have found to handle it - delete one, but on larger objects you might see this deletion . re-apply a physx shape to the particle at the troublesome frame range and they break apart.
I took a look at your two overlapping hulls script - I can't figure out their usage with all the required parameters sInx Tm1 etc
Any chance of some sample code on how to use those two script functions
PS - I added two screen captures showing problem particles - re-applying a physx shape to fix it, LoL - is there a way for me to identify particles by severe overlap, eg change their colors or smtg, so I could easily fix these types of movement issues on a larger scale where seeing them is not always easy.
If you want I can share the smaller test project. with what I think is a bug. Hopefully the problem transfers with the file
Rob
G'Day Tyson
I have figured out most of the stuff - in part - to your hints.
Could you please give me an example of the script usage of those hull penetration functions - please
Rob - Thanks