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Position of Solver in Hie...
Forum: Obi Rope
Last Post: ShawnF
Yesterday, 09:07 AM
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Attaching gameobjects aft...
Forum: Obi Rope
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25-07-2024, 07:28 PM
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Rope static attachment se...
Forum: Obi Rope
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25-07-2024, 06:58 PM
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Obi Rope Cursor ChangeLen...
Forum: Obi Rope
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DIINotFoundException when...
Forum: Obi Rope
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24-07-2024, 09:04 AM
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Rope hierarchy
Forum: Obi Rope
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24-07-2024, 09:00 AM
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Glowing luquid in obi 7.0
Forum: Obi Fluid
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I would like a beta versi...
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Fluid not rendering on VR...
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Handles in runtime
Forum: Obi Rope
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Attaching gameobjects after tear up |
Posted by: Ferhat123 - 25-07-2024, 03:07 PM - Forum: Obi Rope
- Replies (4)
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![](https://obi.virtualmethodstudio.com/forum/images/default_avatar.png) |
Hi,
After cutting the rope into two, I want to attach gameobjects to the ends of each rope piece.
I guess I can't add control points at runtime to attach these gameobjects so how can I do it.
Thank you,
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Rope static attachment seems to lag behind the moving object it's attached to |
Posted by: ShawnF - 25-07-2024, 02:26 PM - Forum: Obi Rope
- Replies (2)
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![](https://obi.virtualmethodstudio.com/forum/images/default_avatar.png) |
You can see what I mean here: https://youtu.be/cMG1YjnYDwM
The rope has an attachment to the character's hand, but it follows a bit behind the char as you move.
Solver is on FixedUpdate, character is being moved through physical forces. Both the character and the rope have interpolate on.
Code for the attachment is here, in case there's something about the initial setup that's causing problems:
Code: public void AttachParticle(RopeChar ropeChar, int particleIndex)
{
attachedRopeChar = ropeChar;
// Create a new attachment and set it to be attached to the character's hand
attachment = obiRope.gameObject.AddComponent<ObiParticleAttachment>();
attachment.target = attachedRopeChar.attachTransform;
// Handle gameplay of attached char (swings from hinge, the rope is just visual and used for collision detection)
attachedRopeChar.AttachToRope(this);
// Move the collided particle to the char's hand pos
UnityEngine.Vector3 relativePlayerPos = attachedRopeChar.attachTransform.position - solver.transform.position;
solver.positions.SetVector3(particleIndex, relativePlayerPos);
// Create a new particle group and assign it the particle that you collided with
ObiSolver.ParticleInActor particleInActor = solver.particleToActor[particleIndex];
ObiParticleGroup group = ScriptableObject.CreateInstance<ObiParticleGroup>();
group.particleIndices.Add(particleInActor.indexInActor); // index of the particle in the actor
attachment.particleGroup = group;
}
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Rope hierarchy |
Posted by: zack_Lee - 24-07-2024, 08:40 AM - Forum: Obi Rope
- Replies (1)
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![](https://obi.virtualmethodstudio.com/forum/images/default_avatar.png) |
I want to recycle my rope when it doesn't collide and there are no other ropes above it. I've now solved the collision problem. But what about hierarchies? How do I know there is no other rope above this rope
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Obi Rope Cursor ChangeLength With Collision |
Posted by: zack_Lee - 24-07-2024, 08:36 AM - Forum: Obi Rope
- Replies (3)
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![](https://obi.virtualmethodstudio.com/forum/images/default_avatar.png) |
When I was using Obi Rope, I wanted to dynamically modify the length of the rope. But modifying the length will cause the collision between the rope and the rope to fail, and the two ropes that are entwined with each other will untie, is there any solution?
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Trying to render bubbly foam |
Posted by: Barliesque - 17-07-2024, 12:11 AM - Forum: Obi Fluid
- Replies (3)
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![](https://obi.virtualmethodstudio.com/forum/images/default_avatar.png) |
I'm working on creating an effect where sudsy white foam pours down from the ceiling to the floor. Here's a look at what I've got so far:
It's pretty close to what I'm after, but there are a couple of things yet I need to be able to control:
- The total number of particles per emitter seems to be restricted to 1000, making it problematic for the foam to pour down continuously rather than in bursts.
- I'd also like to be able to adjust the shininess of the liquid renderer. The Obi Fluid Renderer doesn't seem to do anything--I can remove it entirely, and everything stays the same.
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Question About Collision Impulse |
Posted by: wenhao_zheng - 16-07-2024, 08:24 AM - Forum: Obi Softbody
- Replies (5)
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![](https://obi.virtualmethodstudio.com/forum/images/default_avatar.png) |
Hi!
Under your guidance, I was able to clamp the soft body with the rigid body. This effect is very good and meets our needs.
In our further requirements, we hope to use ArticulationBody to replace Rigidbody. In fact, ArticulationBody does not seem to be compatible with Obi.
Therefore, I hope to simulate the reaction force of the soft body in physical collision, so as to manually apply the reaction force to ArticulationBody.
In the collision-related documents, it is mentioned that developers can obtain the impulse of the collision.
For the above purpose, I collected this impulse information in the collision callback.
In my previous attempt, I directly used the impulse as the reaction force of the collision, but it seems that this is not the case.
I would like to ask if there is a way to convert the collision impulse into a reaction force.
Sorry, my physics is not very good. Thank you for your help.
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