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fluid disappear from movi...
Forum: Obi Fluid
Last Post: actsai
2 hours ago
» Replies: 4
» Views: 59
Accurate collision ?
Forum: Obi Rope
Last Post: danlespect
8 hours ago
» Replies: 2
» Views: 76
Errors with version 5.6
Forum: Obi Rope
Last Post: FredL
Yesterday, 04:32 PM
» Replies: 2
» Views: 24
Getting/Setting Particle ...
Forum: Obi Rope
Last Post: Jackson
Yesterday, 03:34 PM
» Replies: 0
» Views: 13
stutter move
Forum: Obi Fluid
Last Post: julienrobert
Yesterday, 03:11 PM
» Replies: 8
» Views: 28
Tutorial?
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 02:21 PM
» Replies: 19
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The name 'UnsafeUtilityEx...
Forum: Obi Rope
Last Post: dshewmaker
21-09-2020, 05:37 PM
» Replies: 2
» Views: 29
Prerequisite SkinnedMesh ...
Forum: Obi Cloth
Last Post: eehhh
21-09-2020, 03:36 PM
» Replies: 0
» Views: 7
Downgrade to 5.1 and Rope...
Forum: Obi Rope
Last Post: josemendez
21-09-2020, 10:51 AM
» Replies: 7
» Views: 52
Resetting simulation on-a...
Forum: Obi Cloth
Last Post: ThoughtMango
21-09-2020, 08:45 AM
» Replies: 2
» Views: 34

 
  Getting/Setting Particle Positions on Runtime
Posted by: Jackson - Yesterday, 03:34 PM - Forum: Obi Rope - No Replies

Greetings,

I'm looking to create a system that will allow me to tangle some ropes in runtime and then be able to recreate that tangling. My logic is to get the position of the particles, store them and then use them to re-position the particles of that rope later on.

My approach ivolves actor.GetParticlePosition(solverIndex), which, as stated in the post mentioned bellow, returns the renderable positions. I'm able to see results tho, but the ropes, altohugh they tangle the way they supposed to, they move to some other position and then return to their repsective handles, untying themselfs (I have the start and end partcile attached to an object so I can move the rope from one end, while the other remains stationary)

I found this post http://obi.virtualmethodstudio.com/forum...ad-50.html which pretty much wanted to do the same thing (although I'm not involving any networking in the proccess), the problem is tho that I can't seem to get particles' position data from Oni like this
 

Code:
Oni.GetParticlePositions(ObiRope.Solver.OniSolver, particlePositions, ObiRope.UsedParticles, ObiRope.particleIndices[0]);

since the GetParticlePositions is not present in the Oni class. I'm using v5.3 of Obi rope.

I'm I searching on the wrong path, or am I missing something essential here due to inexperince.

Thanks in advance,
Jackson.

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  stutter move
Posted by: julienrobert - Yesterday, 03:29 AM - Forum: Obi Fluid - Replies (8)

Hello

I think I have a conflict between the movement of my container and the fluid inside because I'm getting a kind of stutter when I move the container. Please see video.
https://youtu.be/e_W4O8sMdEk

How can I solve this? Do I need to move the container using fixedUpdate? or something like that?

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  Errors with version 5.6
Posted by: FredL - 21-09-2020, 06:25 PM - Forum: Obi Rope - Replies (2)

Have been struggling getting Obi Rope to work. Here's the steps I've taken:

Unity version: 2020.1.0b14.4034
OS version: macOS 10.15.6

  1. Created a new project from unity hub
  2. Imported Obi Rope 5.6 using package manager
  3. Created a rope blueprint
  4. Created a rope 
  5. Dragged rope blueprint onto the rope
  6. 3 errors in console:
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 <fb001e01371b4adca20013e0ac763896>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <fb001e01371b4adca20013e0ac763896>:0)
Obi.ObiRope.RebuildElementsFromConstraintsInternal () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRope.cs:322)
Obi.ObiRopeBase.RebuildElementsFromConstraints () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeBase.cs:67)
Obi.ObiRope.LoadBlueprint (Obi.ObiSolver solver) (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRope.cs:165)
Obi.ObiSolver.AddActor (Obi.ObiActor actor) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1089)
Obi.ObiActor.AddToSolver () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:312)
Obi.ObiRopeEditor.OnInspectorGUI () (at Assets/Obi/Editor/RopeAndRod/ObiRopeEditor.cs:127)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.<CreateIMGUIInspectorFromEditor>b__0 () (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:535)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr, Boolean&) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

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 <fb001e01371b4adca20013e0ac763896>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <fb001e01371b4adca20013e0ac763896>:0)
Obi.ObiRope.RebuildElementsFromConstraintsInternal () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRope.cs:322)
Obi.ObiRopeBase.RebuildElementsFromConstraints () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeBase.cs:67)
Obi.ObiPathSmoother.GenerateSmoothChunks (Obi.ObiRopeBase actor, System.UInt32 smoothingLevels) (at Assets/Obi/Scripts/RopeAndRod/DataStructures/Path/ObiPathSmoother.cs:150)
Obi.ObiPathSmoother.Actor_OnInterpolate (Obi.ObiActor actor) (at Assets/Obi/Scripts/RopeAndRod/DataStructures/Path/ObiPathSmoother.cs:61)
Obi.ObiActor.Interpolate () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1129)
Obi.ObiSolver.Interpolate (System.Single stepTime, System.Single unsimulatedTime) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1502)
Obi.ObiUpdater.Interpolate (System.Single stepDeltaTime, System.Single accumulatedTime) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:115)
Obi.ObiFixedUpdater.Update () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:79)

IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiRope.RebuildElementsFromConstraintsInternal () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRope.cs:304)
Obi.ObiRopeBase.RebuildElementsFromConstraints () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeBase.cs:67)
Obi.ObiPathSmoother.GenerateSmoothChunks (Obi.ObiRopeBase actor, System.UInt32 smoothingLevels) (at Assets/Obi/Scripts/RopeAndRod/DataStructures/Path/ObiPathSmoother.cs:150)
Obi.ObiPathSmoother.Actor_OnInterpolate (Obi.ObiActor actor) (at Assets/Obi/Scripts/RopeAndRod/DataStructures/Path/ObiPathSmoother.cs:61)
Obi.ObiActor.Interpolate () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1129)
Obi.ObiSolver.Interpolate (System.Single stepTime, System.Single unsimulatedTime) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1502)
Obi.ObiUpdater.Interpolate (System.Single stepDeltaTime, System.Single accumulatedTime) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:115)
Obi.ObiFixedUpdater.Update () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:79)

I took a took at the source quickly, but couldn't see the problem

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  Prerequisite SkinnedMesh for Cloth Simulation
Posted by: eehhh - 21-09-2020, 03:36 PM - Forum: Obi Cloth - No Replies

Hi there

I am trying to get running with ObiCloth. I have a rather complex rigged character on which i like to add a cloth animation to the bottom of the coat, so it follows the body more naturally. 
   
However the coat is not a sperate mesh, so the tutorial i found on the offical youtube channel does noet help me. ( https://www.youtube.com/watch?v=usXaFr6N630 )
Can somebody lead me in the right direction how i have to setup obicloth in this case?
Is it even possible to get the cloth move with the movment of the body and not clipping with the legs?

Thanks in advance!

Elias

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  fluid disappear from moving bottle
Posted by: actsai - 21-09-2020, 07:40 AM - Forum: Obi Fluid - Replies (4)

Hi,

I'm trying to simulate the chemical experiment which required fluid pouring, mixing between bottles.

I simply pour the fluid from a bottle to another, some fluid flies off, and if I move the bottle quickly, all the fluid goes out of the bottle and disappear. 

https://youtu.be/fP3F8r2qk9g

How to keep the fluid stay inside the bottle if I did not pour it out?

Please kindly help, thanks.
Albert

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  Collide once
Posted by: joshuajames1 - 21-09-2020, 07:00 AM - Forum: Obi Rope - Replies (1)

So I have a box collider and it's set to isTrigger= true, and eveytime the rope passes through to it, it will increase your score. It works but sometimes it's getting called twice. I just want it to work like OnTriggerEnter.

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  The name 'UnsafeUtilityEx' does not exist in the current context
Posted by: dshewmaker - 19-09-2020, 07:49 PM - Forum: Obi Rope - Replies (2)

Hello,

New clean project and with install of Obi Rope 5.6 does not compile for me. Error:

Assets\Obi\Scripts\Common\DataStructures\NativeList\ObiNativeList.cs(249,63): error CS0103: The name 'UnsafeUtilityEx' does not exist in the current context

Using Unity 2019.3.15f1

What do?

Thanks,
Dennis

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  Softbody doesn't collide with some triangles in mesh since 5.5
Posted by: MattS - 18-09-2020, 10:25 PM - Forum: Obi Softbody - Replies (1)

When I updated to 5.5 I started to get softbodies falling through my meshes at certain triangles (not a bullet through paper issue). I've attached an example mesh where softbodies will consistently fall through one triangle for no reason I can see (rigidbodies collide with it properly and the triangle is rendered one-sided correctly).

Repro:

https://matthewsouth.s3-eu-west-1.amazon...Mesh.asset

1. Add the attached mesh to the Ballpool sample.
2. Add a mesh collider and obi collider to the mesh game object.
3. Drop a softbody (eg the ball from the samples) onto the triangle highlighted below.
4. The ball should fall through.

[Image: BallFallsThrough.png]

Notes:

1. The softbody doesn't fall through other triangles in this mesh.
2. The softbody will always fall through the triangle 100%.
3. Rigidbodies correctly collide with this triangle.
4. This only started happening in 5.5 as far as I know.
5. Optimising the meshes did seem to help a bit, but not in cases like this.

I fully expect this will be some issue with my mesh but I'm just not sure what so any help or advice would be much appreciated!

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  The name 'UnsafeUtilityEx' does not exist in the current context
Posted by: SmartEx - 18-09-2020, 07:17 PM - Forum: Obi Fluid - Replies (1)

I Upgrade V 5.6 ,then Found Error in Unity 2019.4.10f

Assets\Obi\Scripts\Common\DataStructures\NativeList\ObiNativeList.cs(360,65): error CS0103: The name 'UnsafeUtilityEx' does not exist in the current context

Help Me Please!

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Exclamación Downgrade to 5.1 and Rope Particle attachment not work
Posted by: okculo - 18-09-2020, 05:36 PM - Forum: Obi Rope - Replies (7)

Hello, I have working on a project where a rope attached to 2 different dynamic object. I build project at 5.5 but due to ios problems i downgrade it to 5.1 . Now Exacly same code ı used to attach object sometimes works sometimes not. Any help? 


private IEnumerator startingRope()
    {
        rope.GetComponent<MeshRenderer>().enabled = true;

        blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
        blueprint.resolution = 0.5f;
        blueprint.path.Clear();
        blueprint.path.AddControlPoint(currentBasePoint.transform.position, -Vector3.one, Vector3.one, Vector3.one, 2f, 0.1f, 1, 1, Color.red, "start");
        blueprint.path.AddControlPoint(topPoint.transform.position, -Vector3.one, Vector3.one, Vector3.one, 2f, 0.1f, 1, 1, Color.white, "end");
      // blueprint.path.FlushEvents();

        yield return blueprint.Generate();
       
        rope.ropeBlueprint = blueprint;
        ObiParticleAttachment[] attacher;
        attacher = rope.GetComponents<ObiParticleAttachment>();
        attacher[0].target = currentBasePoint.gameObject.transform;
        attacher[0].particleGroup = blueprint.groups[0];
        attacher[1].target = topPoint.gameObject.transform;
        attacher[1].particleGroup = blueprint.groups[1];



    }




rope sometimes fall to ground sometimes only start work sometimes both work. Couldnt solve the problem here. Unity 2019.3.7f1

My objects have collider and obi collider
   
   
   
falls toward void
   

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