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45 views

I’m building a card-swinging effect using @react-three/rapier. I created a rope by chaining rigid bodies with useRopeJoint, but the free end of the rope jitters noticeably. Even if I disconnect the ...
1 vote
1 answer
173 views

I have a problem with reference the RigidBody component from react three rapier, when I try to catch the reference is always null. When I change the ref to the Box commponent import from react-three/...
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0 answers
51 views

I created a simple animation of some boxes arranging themselves into a wall with react-three/fiber + react-three/rapier. Unfortunately, it seems that whenever the computational requirements increases -...
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0 answers
43 views

I am trying to add a react-three/drei texture to a rigid body like this: <RigidBody type="fixed" name="floor" friction={0.7}> {/* ...
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77 views

I'm implementing a dice shaker where the dice are mixed by shaking a container. Is it possible to limit the speed of dice wrapped in a ? Occasionally, a tunneling issue occurs where the dice pass ...
1 vote
1 answer
430 views

I have a simple sphere which has an impulse added to it on a tap, but as it moves it seems to jitter a bit as the mesh doesn't quite keep up with the physical model. Is there a solution to this? The ...
0 votes
1 answer
246 views

I want to create a custom PlayerController for react-three-fiber by using rapier. I'm using a MouseMovement combined with KeyControls (WASD). I want a simple CapsuleCollider, to preventing the player ...
0 votes
1 answer
928 views

I have been able to instance a cube made in R3F when I copy this setup, but for my palm element which is a primitive (which is just a low poly palm tree made in blender), it doesn't work - is there ...
2 votes
0 answers
243 views

I having this problem while doing my project in react three rapier, I need to drag and drop Meshes in the scene, and each of meshes haver their own colliders, apart from moving in axes X and Y, nedd ...
0 votes
1 answer
316 views

The use-case I am building is to have in a physics world an object that can be moved (in any direction) and on release (exit of pivot controls), the physics world should apply viz. if the object is ...

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