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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,313

 
Pregunta Foam generation decreasing over time
Posted by: Nitroxin - 16-12-2021, 07:55 PM - Forum: Obi Fluid - Replies (1)

I just recently purchased obi fluid and I am loving it so far. My main use of it is in 2D at the moment and I've been playing with the foam generation which works great!

The only issue I am running into is that after the fluid particles die and new ones are emitted, the foam seems to almost not show up at all any more (almost completely stops being generated for the new particles). Looking at the particle emitter I am using for the foam while the simulation plays, I noticed that the number of foam particles increases very high (to some number around 5000) and stays there until fluid particles begin to die, where it then drops to around 30 and never goes past 300 or 200 again. I have attached an image of the first emission and one of the second emission for comparison (The second image is the initial emission, and the first one is the second emission).

I am not sure if there is any way to fix this at the moment or if it's just how the foam generation works. I did look at the sample scene for the foam and the same problem persists there as well. I would love to be able to have foam in the simulation for fluids like water all the time as it looks amazing!



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  Re-enabling a rope solver makes the rope go crazy
Posted by: Lazerpants - 16-12-2021, 07:13 PM - Forum: Obi Rope - Replies (2)

Hi! Using ObiRope 6.3 in Unity and so far it seems to be working great. I am having an issue trying to optimize though. Sorry if this has been addressed before. I checked the FAQ and also the forum and didn't see this specific issue.

I'm trying to turn the solvers off when I don't need them, and then turn them on as needed. Turning them off is fine, but when I turn a solver back on, the rope connected to it acts like it just got hit with a massive amount of physical force and goes flying around, before coming to a rest where it originally was when I first turned the solver off. Is there a way to make it not do this? I want it to not move or react at all when I turn the solver back on.

I'm using the rope in 2D mode, hanging vertically with the top connected to an unmoving object called startAnchor. The bottom of the rope is another object with a Rigidbody2D called endAnchor, and the connection is dynamic (making the rope like a pendulum). The rope seems to move around pretty realistically and I really like what it looks like. I just want to be able to disable it and then re-enable it in script as needed to maximize efficiency.

Thanks!

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  Weird Solver Behaviour
Posted by: Reydans - 15-12-2021, 01:33 PM - Forum: Obi Rope - Replies (6)

Hi,
I was developping a game partially filled with Ropes, and I encountered a weird problem along the way.

My ropes are Instatiated in run-time, with a simple script that generates a blueprint with two control points (and two constraints) that the user chooses. Everything works fine.
The ropes are on Collision Category 0, and collide with everything but 0.

However, destroying a simple gameobject with an Obicollider (and an OBiRigidbody) on it, makes one Rope (only one) have one of its constraints moved to the destroyed Gameobject.
The ropes teleports one of its ends to the destroyed Gameobject.
The colliders are on Collision category 1 and collide with everything.

The Ropes and the colliders have no relation between them, So my guess is that it is coming from the Solver.

But how to fix it? I have no idea.

Could you please help?

EDIT : A DestroyImmediate on the ObiRigidbody works fine. I guess that the solver methods called in this very frame makes the whole thing bug. Is There any way to avoid this? I'dlike not to use DestroyImmediate!

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  Obi cloth proxy, source skinned cloth does not drive slave mesh renderer
Posted by: Jschol - 15-12-2021, 01:25 PM - Forum: Obi Cloth - Replies (1)

Hi all,


For my application, I am trying to let a thin skinned cloth drive a different thick mesh using obi cloth proxy.

According to this thread, a master ObiSkinnedCloth can drive a slave mesh renderer.

Is this still supported on obi 6.2 and unity editor 2020.3.12f1?


The source obi skinned cloth renderer displays the cloth moving however, the slave mesh renderer is static (both are shown in play mode while only the slave mesh renderer should be visible).

Some more info:

  • On the master side, the skinned cloth renderer is disabled and the obi skinned cloth renderer is enabled.
  • On the slave side, the mesh renderer is enabled and the obi cloth proxy has the correct source skinned cloth renderer.
  • For the skinmap, I left the default values (one channel and auto-filled for both master and slave), generating the skinmap does not provide errors.
  • For both the master thin and slave thick mesh, read/write is enabled.
Is there another way to show a thick mesh while using the behaviour of obi skinned cloth?

Kind regards,
Jasper

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  Ways to reduce rope tunneling through meshes
Posted by: whack - 14-12-2021, 10:40 PM - Forum: Obi Rope - Replies (2)

It seems that rope in particular, because of the way it bends and is subject to concentrated forces, is prone to tunneling through even non-moving mesh colliders. Even with surface collisions enabled, it seems to eventually find a thin place to clip through, and then the weight of the slack just pulls it through the rest of the mesh.

Are there ways to mitigate this?


I've tried:

- Increasing collision, distance and bend iterations (helps a bit, but at cost)
- Increasing substep count (helps a bit, but at cost)
- Increasing resolution (helps a bit)
- Surface collisions (doesn't help much)
- Increasing stretch compliance (helps, but not the behavior I'm looking for)
- Lowering gravity (helps a bit, probably because the slack is not pulling it down as much)
- Increasing collision margin and max depenetration and setting continuous collisions to 100% (doesn't help, probably because this isn't a problem of missed collisions)
- Making the mesh collider convex (doesn't help, seems Obi is just using the original mesh instead)


I've thought about maybe turning everything into a softbody with 0 softness, because then at least it would provide some volume for it to have to tunnel through, but that seems rather wasteful, and there's also a loss in accuracy with meshes of non-round object. (Would be really cool if we could manually place particles in softbody blueprints.)

Unless I'm misunderstanding something, what might be ideal is if, for example, something like skin constraints were available to other kinds of actors, or if the inner volumes of meshes could be "filled in" with composite convex hulls that can enforce depenetration better.

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  Softbody problems
Posted by: aqualonix - 14-12-2021, 12:53 PM - Forum: Obi Softbody - Replies (7)

Hello, I decided to try some sample scenes today, but got several problems out of the box.
In FullBodyVolumetricSoftbody scene i decide to edit blueprint and changed shape analysis resolution. Any other number that 72 gives me extreme results.
Do I need to find right number to every model? 
In ElasticCharacter demo I got some problem from the start. It looks like painting weights problem, but I couldn't repaint this places in the blueprint.
Completely repainting weight is also a problem. When I decided to paint a leg it paints in all other places like hand and head etc..
Maybe there some problem with my unity version? Or the ElasticCharacter demo supposed to work like that?
I'm using 2021.2.1f1 version.



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Gran sonrisa Undeniable proof that the Flying Spaghetti Monster EXISTS!!!
Posted by: DeprecatedHuman - 11-12-2021, 05:10 PM - Forum: Made with Obi - Replies (1)

https://www.youtube.com/watch?v=sANZ_V7gWhI


Her holy noodliness really rather wanted me to purchase Obi Rope so that I could proof its existance once and for all! Interesante

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Triste Chain/Rope stretches too much when I make its Android Build
Posted by: rehmatcan - 11-12-2021, 01:29 PM - Forum: Obi Rope - Replies (4)

Hello,

I hope everyone is doing well. 

I am creating a puzzle game (almost completed) but right now facing a problem with Obi ropes. I am using a chain blueprint (with some changes in length) that is available by default when Obi rope is imported into the project. One end of the chain is attached to my player (moveable) and another to a non-moveable game object (cube). Everything works as planned when I am testing the game in editor mode. There is no stretching of the chain and it collides with the game objects it needs to collide with but the issue starts when I build the project for android and test it on my phone, the chain starts stretching and collides with no other object. 

I have multiple scenes (10 to be exact) where I am using 2 types of chain blueprint which I am using alternatively in scenes. That is because, one chain length is a bit shorter than the other, just to add some variance in the game.

I am using Obi version 6.2. 

I tried to fix the issue on my own but so far I have failed to do so. If the problem is unclear kindly let me know I will try to explain it further or provide a video or pictures of the problem.  

Respectfully,

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  Different size softbody
Posted by: gesila77 - 11-12-2021, 03:56 AM - Forum: Obi Softbody - Replies (8)

    Hi, i need some balls with different

    size. So i duplicate the 'rubberball' blueprint and set the scale to (2,2,2) and tap generate. Then in the ballpool

    scene, i assigned the new blueprint to the ball and set the scale of ball transform to (2,2,2). But it does't 

    work correctly. Am i doing something wrong?



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  Edit control points properties from script
Posted by: lufydad - 10-12-2021, 04:39 PM - Forum: Obi Rope - Replies (2)

Hi!




I'm trying to create a rope from script that can be edited in runtime. Therefore, I need to add and edit control points in a blueprint in runtime. I found how to add control points with AddControlPoint(), but the only way I found to edit properties of a given control point in runtime, is by deleting all control points with this :



Code:
int nbrControlPoint = _blueprint.path.ControlPointCount - 1;
for (int i = nbrControlPoint; i >= 0; i--)
{
    _blueprint.path.RemoveControlPoint(i);
}



And re-add control points with the new properties. However, I think this method is neither efficient, nor clean.




Is there another way to do it ?

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