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Hadr, a game about a (Obi...
Forum: Made with Obi
Last Post: domkonecny
9 hours ago
» Replies: 0
» Views: 6
Create rope at runtime
Forum: Obi Rope
Last Post: mr-matt
Yesterday, 06:08 AM
» Replies: 0
» Views: 19
How can i detect if two r...
Forum: Obi Rope
Last Post: josemendez
03-07-2020, 10:55 AM
» Replies: 11
» Views: 156
Unity freeze while bluepr...
Forum: Obi Cloth
Last Post: shaula7
03-07-2020, 02:24 AM
» Replies: 2
» Views: 46
Why do I get 15 draw call...
Forum: Obi Fluid
Last Post: josemendez
01-07-2020, 11:47 AM
» Replies: 1
» Views: 34
Best time to change rope ...
Forum: Obi Rope
Last Post: josemendez
01-07-2020, 09:56 AM
» Replies: 1
» Views: 33
Confused about practical ...
Forum: General
Last Post: josemendez
01-07-2020, 07:57 AM
» Replies: 3
» Views: 102
Forum: Obi Rope
Last Post: protomenace
01-07-2020, 04:02 AM
» Replies: 1
» Views: 74
Doesn't build for latest ...
Forum: Obi Rope
Last Post: josemendez
30-06-2020, 04:47 PM
» Replies: 91
» Views: 8,745
Edges of a plate with pro...
Forum: Obi Cloth
Last Post: josemendez
30-06-2020, 08:47 AM
» Replies: 1
» Views: 48

  Hadr, a game about a (Obi) cloth
Posted by: domkonecny - 9 hours ago - Forum: Made with Obi - No Replies

Hey guys,
So I am finally getting near finishing my project where Obi Cloth has a primary role. It is the main "character". 
Long story short, it is a game about a cloth that makes things disappear.

Here is a short example: 

I am now making weekly builds so you can get the latest always here:
and a bunch more videos and screenshots here:

Thank you for making all these amazing plugins/extenstions. It wouldnt have been possible without you.

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  Create rope at runtime
Posted by: mr-matt - Yesterday, 06:08 AM - Forum: Obi Rope - No Replies

I have looked through all the documentation and on this forum but I can't find a clear answer. How do I dynamically create a rope at runtime?

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  Unity freeze while blueprint generate
Posted by: shaula7 - 02-07-2020, 03:20 AM - Forum: Obi Cloth - Replies (2)

Hello, I trying to apply Obi Cloth to obj model is fixed without the avatar during runtime in Unity.

I have a two question.

1. To apply Obi Cloth, I created a blueprint for the obj model during runtime. In this process, the generate process takes so long that it can only be completed, but usually there is a problem that it does not proceed anymore and freezes. (Same result at Unity Editor)

Models with a small number of vertices and triangles such as Tshirt.obj completed generate, but models with a large number of vertices and triangles such as Pants.obj stopped with blueprint generate. The problem is that the model I want to load is a model with a large number of vertices, triangles and high capacity, such as Pants.obj.

Here is obj Model link.

- Tshirt

- Pants

Is there any solution to the blueprint generate freeze?

2. As in the following Sample.png, I am wondering if it is appropriate to apply Obi Cloth Skinned Cloth instead of Obi Cloth when applying physics while the obj model is fixed without an avatar.

Thanks to read my question!

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  Why do I get 15 draw calls from Obi if everything is disabled?
Posted by: emz06 - 01-07-2020, 11:23 AM - Forum: Obi Fluid - Replies (1)


I disabled all my gameobjects in the scene, and the screen is black.

I have two problems:

1) When my emitter & solver's gameobject is enabled, it still counts as several draw calls, even though:
       -it is behind the camera (not shown on screen)
       -the speed of emission is zero

2) Even when I disable all emitters and solvers in my scene, I still get 10 draw calls, and this is what I see in Frame Debugger:

How do I make sure I only get those draw calls when it's emitting AND on screen?


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  Best time to change rope length?
Posted by: protomenace - 01-07-2020, 03:41 AM - Forum: Obi Rope - Replies (1)

Is there a preferred time in the game/physics loop to change the length of a rope with an ObiRopeCursor? Is there a time at which it would be the least disruptive to the Obi physics simulation?  For example, will the rope be better behaved if I were to update the length of the rope during an ObiSolver.OnSubstep callback? Or maybe just during FixedUpdate? I assume changing the length of the rope in Update() would be quite inconsistent and maybe cause some weird behavior relative to doing so as part of the physics loop?

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  How can i detect if two ropes are twisted
Posted by: rand123 - 29-06-2020, 04:12 PM - Forum: Obi Rope - Replies (11)

I just purchased the asset and wonder how to detect if the two ropes are twisted (create a knot). How can i count how many twists / knots that two ropes create ?

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  Edges of a plate with proxy cloth are wrong
Posted by: asimofu_ok - 28-06-2020, 01:23 PM - Forum: Obi Cloth - Replies (1)

Hi, I'm trying to make a thickness cloth (Character's cloak) with using Obi Cloth Proxy.
So I made a plate model as an experiment.

In Blueprint, I deleted all the vertices on one side of it.

Then, I created a skin map and bind it without any changes.
However, the edges of the plate can no longer maintain their thickness and shape.

Perhaps the vertices have rotated?

I didn't find what was wrong.
Is there a way to keep the edge thickness?

Maybe there is a problem with the parameter of Bind,
but I don't know which value represents what for

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  Collision Problem
Posted by: onurbas - 26-06-2020, 01:00 PM - Forum: Obi Rope - Replies (2)

Hi there,

I will be glad to have your guide for my Obi Rope issue:

You can see that the ropes are actively interacting with each other from the image below,

But when i purchased and downloaded your assets’ latest version and run it in a new Unity project, that scene is not working like in the video. The ropes are not interacting with each other.

Will be really happy if you can let me know how can i fix this!

Note: ***If the new version has this kind of issues, can you please let me know the correct unity version to try and share me the version 3.1

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Exclamación Obi 5.5 (Burst backend) public beta/preview.
Posted by: josemendez - 26-06-2020, 09:51 AM - Forum: Announcements - No Replies

Hi all!

After 6 -exhausting- development months, the Burst simulation backend is finally finished. 

It will ship in Obi 5.5 (*). Since this has been a full rewrite of the core engine, we wanted to release a public beta so that any existing user can try it out. This way we can identify pain points we might have overlooked, and bugs that our tests might not have picked up. It's pretty robust (at least in our tests), but a beta nonetheless so if you find any weird behavior, a bug report would be really appreciated Sonrisa.

What should I do to try the beta?
Just drop a mail to obi+beta(at), stating your invoice number for any of the Obi packages you own. Next monday we will start sending out beta packages to anyone that has signed up. We will attend requests in a FIFO (first-in, first-out) fashion, so depending on the volume of requests we receive it might take a bit for you to receive the beta.

What should I do with the beta package?
First of all: if you're planning on testing it using a existing project, backup your project. Then, import the beta package. The only difference with past Obi versions is that ObiSolvers now have a dropdown that lets you select between two backends: Oni and Burst. Switch to Burst and try it out! Note that you will need to have certain Unity packages installed for it to run. More info here:

What's in it for you? Will you raise the price tag for 5.5?
For us, this means easier maintenance, better platform support, and future-proofing Obi. We will not raise the price tag for 5.5, upgrading from previous versions will be completely free.

I hope this is a step towards better platform compatibility, ease of use, faster development, and tighter integration with Unity. Also remember that the full C# source code of the Burst backend is included in the package, so if you want to customize anything, you're curious about how Obi works, or want to see how Unity's job system fits in a relatively complex/large use case, you can now take a look under the hood.


(*) We will skip 5.4 in our public release history, for reasons related to the infamous Xcode 11.4 linker bug: 5.4 is an internal only version, basically identical to 5.3 but compiled with XCode 11.3.1 for bitcode compatibility for those of you that hit the bug in XCode. Note this does not mean anything in terms of 5.5 release times, or compatibility with 5.0-5.4.

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Bombilla Check if rope is on top of other rope!
Posted by: Kifwat - 25-06-2020, 08:42 PM - Forum: Obi Rope - Replies (1)


I need to set a condition that return true when there's no rope below or above another rope. is there any way to achieve this?


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