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Obi roadmap
Forum: Announcements
Last Post: josemendez
Yesterday, 08:38 AM
» Replies: 8
» Views: 2,616
Perhaps Useful
Forum: General
Last Post: josemendez
Yesterday, 08:28 AM
» Replies: 1
» Views: 24
How to fully reset a Soft...
Forum: Obi Softbody
Last Post: JanikH
23-11-2020, 06:08 PM
» Replies: 2
» Views: 27
Fluid Particles interacti...
Forum: Obi Fluid
Last Post: josemendez
23-11-2020, 05:09 PM
» Replies: 23
» Views: 345
Obi Rope Help
Forum: Obi Rope
Last Post: jackhanneway
23-11-2020, 04:55 PM
» Replies: 4
» Views: 96
Hinge Joints Alternative?
Forum: Obi Softbody
Last Post: Pheebau
23-11-2020, 10:18 AM
» Replies: 13
» Views: 4,340
Forum: Obi Cloth
Last Post: josemendez
23-11-2020, 09:05 AM
» Replies: 3
» Views: 68
Add Constraint problems
Forum: Obi Rope
Last Post: josemendez
23-11-2020, 08:49 AM
» Replies: 1
» Views: 44
Obi Rope Photon Unity Net...
Forum: General
Last Post: Navvv
21-11-2020, 11:52 PM
» Replies: 6
» Views: 1,259
Ropes swing
Forum: Obi Rope
Last Post: josemendez
21-11-2020, 09:31 PM
» Replies: 1
» Views: 45

  Perhaps Useful
Posted by: gfh76 - Yesterday, 02:40 AM - Forum: General - Replies (1)

Perhaps useful, to the right person. Simulations, look promising.

Two Minute Papers Simulating Dragons Under Cloth Sheets!

The papers.

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  How to fully reset a Softbody actor
Posted by: JanikH - 23-11-2020, 03:44 PM - Forum: Obi Softbody - Replies (2)


so I have a Softbody actor that I want to reset completely to it's initial state.
Currently I'm caching the particle position, orientation, velocity and angular velocity and applying these values on reset.
This mostly works. However, the permanent softbody deformation is not reset, so it stays squished.

Can I cache the initial deformation (no deformation at all) as well or is there another approach I have to take?
I'd rather not instantiate a new actor, I would prefer to reset the existing one if possible.

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  Add Constraint problems
Posted by: datzme - 22-11-2020, 07:01 PM - Forum: Obi Rope - Replies (1)

I have some problems with constraints.

This is what im trying to do:

This is the code

                            var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;

                            Vector3 hit = rope.transform.InverseTransformPoint(contact.point); // this didnt work at all.
                            var batch = new ObiPinConstraintsBatch();                                    // cheating with the pos, dont know how to get the correct position.
                            batch.AddConstraint(rope.solverIndices[contact.particle], boxCollider, new Vector3(-0.5f,-0.25f,0), Quaternion.identity,0,0,float.PositiveInfinity); 

                            batch.activeConstraintCount = 1;
                            boxCollider.Phase = 1;


what im trying to do is to make it stick to the box smooth, and then i want to be able to drag the box around and rope follow smoothly.

I also tried to use the Grab script, it looks good, but it will go crazy kinda fast:

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Triste Ropes swing
Posted by: JskT01 - 21-11-2020, 06:52 PM - Forum: Obi Rope - Replies (1)

I have 4 ropes attached to a static object at the beginning and at the end in a dynamic object, this dynamic object is attached to 4 ropes at the beginning, these 4 ropes at the end have an object.
My problem is that when they collide with something the object takes flight as if it were thrown, how can I make the ropes heavier or more rigid so that they do not move when they collide, they end up being a swing

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Triste I want to know the times.
Posted by: dabinzzang - 21-11-2020, 05:29 PM - Forum: Obi Fluid - No Replies

I'm scattering 5,000 water particles on the floor.
every single 5,000 water particles, from the emitter to hitting the floor, are taken time. so i want to know the times one by one.
To sum up, I would like to know the time it took from the time 5,000 water particles were collided to the floor (total a number of 5,000 times).
I think i should write a script in 'CollisionEventHandler', and I'd like to know how to do it. Huh

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  Obi Rope Help
Posted by: jackhanneway - 21-11-2020, 04:43 AM - Forum: Obi Rope - Replies (4)

I'm a beginner to Unity and wanted to make a game like the one attached using Obi Rope. I've been trying and trying but can't seem to get it to work. Can someone please give some tips or steps to follow. Thank you for your time and help.

[Image: screen-0.jpg?fakeurl=1&type=.jpg]

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Posted by: arkanis - 20-11-2020, 11:24 PM - Forum: Obi Cloth - Replies (3)

Is there any built in way to support a system that behaves the same as velcro, so that when certain marked velcro points are close enough they are bound together until a breaking force is reached?


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  Rope keep dancing without any external force
Posted by: selecthope - 19-11-2020, 04:07 PM - Forum: Obi Rope - Replies (2)

I attached my obi rope to two dynamic objects, however without applying any force to it, the rope keeps dancing.
I tried to increase the mass of the sphere attached to one end, but still the movement never stops.

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Bombilla Rope limit
Posted by: JskT01 - 19-11-2020, 03:38 PM - Forum: Obi Rope - Replies (2)

When increasing the length of my rope after 13.92 it does not continue to grow even though the limit (max) is set at 15 or more, I have 4 ropes on scene

if (Input.GetKey(KeyCode.K))
                if (ropeExtrude.restLength < max)
                    for (int i = 0; i < cursor.Length; ++i)
                        cursor[i].ChangeLength(ropeExtrude.restLength + speed * Time.deltaTime);

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  Fluid Particles interaction Script
Posted by: JoseCarlos S - 19-11-2020, 12:40 PM - Forum: Obi Fluid - Replies (23)

Hi, im developing a game, and i would like to implement an interaction between to fluids (fluid A and fluid B, the particles destroy each other when in contact). I saw a thread that said fluid particles cant detect collision directly, they have to detect it by vorticity or temperature... How do you set it up so that each particle has differnt temperature? And how would a script that destroys them "onCollision" look like?

Thank you.

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