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Multiple obi solvers
Forum: Obi Rope
Last Post: josemendez
2 hours ago
» Replies: 13
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Dll not found exception
Forum: Obi Rope
Last Post: josemendez
2 hours ago
» Replies: 1
» Views: 15
Any plans to support Conf...
Forum: Obi Rope
Last Post: josemendez
2 hours ago
» Replies: 1
» Views: 14
Burst backend produces ar...
Forum: Obi Fluid
Last Post: josemendez
2 hours ago
» Replies: 9
» Views: 129
Character + cloth
Forum: Obi Softbody
Last Post: aqualonix
Yesterday, 01:03 PM
» Replies: 2
» Views: 229
Visual problem when lengt...
Forum: Obi Rope
Last Post: jaysama
Yesterday, 12:37 PM
» Replies: 2
» Views: 54
How to not pierce clothes
Forum: Obi Cloth
Last Post: josemendez
Yesterday, 08:34 AM
» Replies: 5
» Views: 201
Error message on Tearable...
Forum: Obi Cloth
Last Post: josemendez
Yesterday, 08:32 AM
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» Views: 32
Stitch Rope and Cloth
Forum: Obi Cloth
Last Post: josemendez
21-01-2022, 09:40 AM
» Replies: 3
» Views: 85
Does Obi Cloth works with...
Forum: Obi Cloth
Last Post: cycle6
20-01-2022, 09:36 PM
» Replies: 2
» Views: 70

 
  Any plans to support Configurable Enter Play Mode?
Posted by: goldfire - Yesterday, 09:43 PM - Forum: Obi Rope - Replies (1)

I see in the FAQ that it says this isn't supported due to it being experimental in Unity 2020, but Unity 2021 is no longer beta and this feature is no longer experimental as far as I can tell. For larger projects, the engine is basically not usable for serious editing without this feature, and thus Obi Rope is not really usable either if it requires us to turn this off (going from a few seconds to a few minutes to enter play mode).

We've got 30+ tools in our project from the asset store and this is the only one that still doesn't have support for this. Would love to know if there are any plans to fix that any time soon.

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  Dll not found exception
Posted by: turnercore - Yesterday, 08:58 PM - Forum: Obi Rope - Replies (1)

Trying to install Obi Rope for the first time, created a new project in Unity 2021.2.7f1, using MacOS, and I'm getting a bunch of errors when I install, and once I restart Unity I get 4 dll not found exception errors (and also the demo scenes don't work). I may well be doing something wrong on the install, but I have no idea what to try. Any help with this?

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  Error message on TearableClothRenderer during tearing the cloth
Posted by: cycle6 - Yesterday, 08:04 AM - Forum: Obi Cloth - Replies (1)

So it happens on a particular cloth I've created out of a skirt model.
The cloth doesn't tear appropriately, and it throws an ArgumentOutOfRangeException. 
Tearing works fine on other meshes I've tried tho.

The error message shows as follows.

"ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.

Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
Obi.ObiTearableClothRenderer.GetTornMeshVertices (System.Int32 vertexIndex, System.Collections.Generic.List`1[T] updatedFaces) (at Assets/Obi/Scripts/Cloth/Rendering/ObiTearableClothRenderer.cs:76)
Obi.ObiTearableClothRenderer.UpdateMesh (System.Object sender, Obi.ObiTearableCloth+ObiClothTornEventArgs args) (at Assets/Obi/Scripts/Cloth/Rendering/ObiTearableClothRenderer.cs:64)
Obi.ObiTearableCloth.Tear (Obi.StructuralConstraint edge) (at Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs:198)
Obi.ObiTearableCloth.ApplyTearing (System.Single substepTime) (at Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs:152)
Obi.ObiTearableCloth.Substep (System.Single substepTime) (at Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs:102)
Obi.ObiSolver.Substep (System.Single stepTime, System.Single substepTime, System.Int32 index) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1562)
Obi.ObiUpdater.Substep (System.Single stepDeltaTime, System.Single substepDeltaTime, System.Int32 index) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:85)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:52)"

Please advice how should I debug this, thx. Triste Triste

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  Visual problem when length is changed
Posted by: jaysama - 23-01-2022, 05:52 AM - Forum: Obi Rope - Replies (2)

Hi,

I have a tug-of-war like scenario where player need to pull the rope that will pull the block.
This scenario implemented by using 2 ropes: player-rope & block-rope, and managing the length of each rope when pulling/pushing.
The problem happens when player goes backward - expected behavior is block's rope should look longer and loose like the image.
   

But what happens is block's rope looks stiff & not loose enough, even though by number the length is correct (gif image below)
   
Any suggestions how I get the expected behavior?

Also, you may notice the rope's size seems flattened when the player goes backward.
What is causing this?

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  Burst backend produces array out of range errors
Posted by: locque - 21-01-2022, 07:36 PM - Forum: Obi Fluid - Replies (9)

Code:
System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.


The Oni backend works just fine, but I can't get Burst to work at all. It just keeps throwing this error, framerate is chugging at a few frames and no fluid is getting rendered. I've tested in pretty much all of the sample scenes, it's the exact same problem in all of them.



I followed the setup and backends manual pages exactly. I installed the jobs, burst, collections, and mathematics package. Then I checked that burst compilation was enabled, and disabled safety checks, leak detection, and the jobs debugger. I also tried switching synchronous compilation on and off, to no effect.

Here's some proof: https://imgur.com/a/N8D4VBR


What's going on?

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  Stitch Rope and Cloth
Posted by: bubbbles - 21-01-2022, 06:15 AM - Forum: Obi Cloth - Replies (3)

Hello,

I am trying to use ObiStitcher to join a Rope and Cloth together. When I join two cloth softbodies it works as expected (see video)

https://drive.google.com/file/d/13UmvQ7Q...sp=sharing (setup)
https://drive.google.com/file/d/1H-3ShrF...sp=sharing (video)

But when I try to stitch a Rope and Cloth it seems that the stitch happens with the ground for some reason.

https://drive.google.com/file/d/1LAt1LaY...sp=sharing (setup)
https://drive.google.com/file/d/1iP3iU5n...sp=sharing (video)

I can't figure out what I am missing. Can someone please help.

Thanks

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  Does Obi Cloth works with DOTS PhysicsBody?
Posted by: cycle6 - 20-01-2022, 12:17 AM - Forum: Obi Cloth - Replies (2)

Hi, a quick question. From what I understand that Obi Cloth implemented its own version of ECS/DOTS in some way. And ou're not using Unity ECS. Correct me if I'm wrong?
And when creating an Obi RigidBody on an object, it requires an Unity RigidBody on the object as well.
So my question is, if I wanna convert my project into DOTS and I wanna use DOTS PhysicsBody instead of old RigidBody. I guess that won't work with Obi cloth?

Please advice thx Gran sonrisa

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  Jumping back into Obi 6.3
Posted by: DeliciousOrange - 18-01-2022, 09:11 PM - Forum: Obi Softbody - Replies (1)

I've long wanted to actually use Obi for my games, however I've never been able to get it functioning properly. I gave up on using it years ago, but decided to give it another shot with a small gamejam project I recently did.

Suffice to say, my experiments so far haven't been good.

After going over the youtube tutorials, they were all outdated and following them resulted in Obi Softbody not working in my project.

I went through the documentation and learned a few things. Tried following the online documentation:
- Obi Solver and Obi Updater as a parent of the soft body.
- Obi Solver added to the Updater's Solver list.
- Obi Softbody applied to the mesh. Blueprint and Collision materials added.
- Initially tried using an Obi Softbody Skinner, but when that didn't work I decided to simplify the softbody into it's own mesh without any bones, just using a sphere as a test object instead.
- Blueprint made for the mesh using the built in blueprint generator. Blueprint appears to be working correctly, even though the particle display seems to have a bugged material.

The Obi Solver can't use Oni in the URP, so I switched it to Burst, which threw an error saying it needed "Mathematics, Collections, Jobs, and Burst packages". I thought those were all included in Unity, but just to be sure I went through and installed those packages via the package manager where able (Burst) and then when that didn't work I manually installed the remaining packages via github.

All told I've spent 4 days going through documentation, trying and retrying, experimenting with different settings, different updaters, and so far the best I've managed to do is cause the mesh to occasionally disappear into the void. Obi has never thrown any errors on any of my attempts.

I'm out of ideas for what else to do to try and figure out what I'm not doing right. I've tried looking at the sample scenes, but none of them are functional, they just throw critical errors on play and then freeze. Are there better resources online for how to get Obi up and running?

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  precise positioning of control points
Posted by: UglyMug - 17-01-2022, 01:13 PM - Forum: Obi Rope - Replies (2)

Hi,

Is there any way that I can precisely enter the world/local co-ordinates of the control points rather than rely on 'by eye' using the gizmos?

Each CP has a reference in the blueprint but it doesn't seem that the co-ordinates are exposed.

cheers

Ian

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  Making the first part of a rope rigid....
Posted by: UglyMug - 17-01-2022, 12:02 PM - Forum: Obi Rope - Replies (2)

Hi all,

I'm fairly new to Obi Rope and I'm struggling with something that I hope someone has come across before.

I have my rope (which is actually an electrical cable) and the end control point is attached to a mesh of a 'plug'.  The end control point is just inside the plug mesh, and everything works, when I move the plug the cable is dragged with it.  However the cable rotates at the end point which clearly doesn't look natural.

What I need to do is have the first part of the cable, say 5cm (in a real world example), that sticks out from the back of the plug which is completely rigid (and follows the same orientation of the plug mesh).  Then I would need the cable to bend after that 5cm.

I'm assuming that I need to create a second control point 5cm along the cable.  I have experimented with attaching both these points to the plug mesh (Obi Particle Attachment) but I cant seem to get it to work.  Am I on the right lines?

I have added an image as a file attachment in the hopes of making my poor explanation clearer.

cheers and thanks in advance

Ian

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