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can you remove particles ...
Forum: Obi Softbody
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09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
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08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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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
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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)
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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)
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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)
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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)
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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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Edit control points properties from script |
Posted by: lufydad - 10-12-2021, 04:39 PM - Forum: Obi Rope
- Replies (2)
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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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