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  Selecting Objects in Hierarchy Triggers Unintentional Physics
Posted by: PRodi - 19-08-2024, 11:52 PM - Forum: Obi Rope - Replies (2)

Hi,

I’m using Obi Rope Version 7.0.1 with Unity 2022.3.42f1, and my project is built with URP. I’m trying to create a lamp with a cable in VR that is attached to the ceiling. I based it on the "Chains" scene but encountered some issues:

  1. Whenever I select something in the Scene, Hierarchy, or Project, it triggers movement of the object hanging on the rope.
  2. When the object is hanging on the rope, it randomly jumps after standing still for some time, and this behavior repeats constantly.
I've attached a video demonstrating the issue:
https://www.youtube.com/watch?v=CNmVGeAQKo8

Additional Question: Is there a more efficient or performant method for creating hanging lamps with cables compared to using the "Chains" scene as a base?

Any assistance would be greatly appreciated.

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  Obi Rope Prefab Pluger not working
Posted by: PRodi - 19-08-2024, 04:05 AM - Forum: Obi Rope - Replies (2)

Hi,

I’m using Unity 2022.3.42f1, and my project is built with URP. After freshly downloading and installing Obi Rope into my project, I encountered some errors/bugs:
In your "ElectricalWires" scene, when I copy the Obi Solver in the Hierarchy or create a new prefab from the Obi Solver and try to use it in the same scene, I encounter the following errors after pressing the play button:

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRopePrefabPlugger.OnEnable () (at Assets/Obi/Scripts/RopeAndRod/Utils/ObiRopePrefabPlugger.cs:27)

(The same issue occurs if I try to duplicate any of the Obi Ropes multiple times in the scene hierarchy. Some instances work fine, and I can see sparks after tearing apart cables, but others generate these errors.)

I would like to use this as a prefab in my other game levels.

Can you please assist me in resolving this error?

Thank you for your help.

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  How to cure blur
Posted by: bobooo - 15-08-2024, 06:00 AM - Forum: Obi Softbody - Replies (2)

   
When I play the sample scene in HDRP, the object becomes blurry,
How can I resolve the blur?

Obi version is 7.0.1

Unity version is 2022.3.22f1.

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  Roadmap for Unity Physics package
Posted by: VirtualCucumber - 15-08-2024, 04:51 AM - Forum: Obi Rope - Replies (1)

Hi, 

is there a plan to integrate Obi with Unity Physics package that uses DOTS? And if so, when could we see it released?

I will be using the new Unity Physics package instead of the standard physics engine due to my networking requirements for server-authoritative physics and I would love to utilize Obi as the ropes.

Thanks.

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  Hook-a-Duck VR
Posted by: Mast26 - 14-08-2024, 07:24 PM - Forum: Made with Obi - Replies (1)

Hi all, this was just released yesterday and i figured i would post it here, would love to hear what you guys think!



Basically, Hook-a-Duck VR is a simple VR interpretation of the classic fairground stalwart, with a few extra spicy additions. Despite what it might look like in the video, this doesn't use Obi Fluid, it only uses Obi Rope for the fishing rod's line and the Obi Bone functionality for some physics on the fishing rod itself.

It's available on Steam & Itch.io, and there is a demo available but currently only on Itch (There's a "Download demo" section on the page linked previously). The Steam version of the demo will be available later.

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  How to keep liquids in the air?
Posted by: asimofu_ok - 14-08-2024, 04:23 AM - Forum: Obi Fluid - Replies (3)

The new Obi 7 looks like it has terrific potential.
By the way, I could not figure out how to keep the liquid in the air as shown in the Asset Store video.
       
How is it done?
Also, do you have any sample scenes that do this?

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  Try to modify the velocity
Posted by: a172862967 - 11-08-2024, 10:39 AM - Forum: Obi Fluid - Replies (3)

Code:
void Start()
{
     m_solver.OnSimulationEnd += ColorFromVelocity_OnInterpolate;
}

private void ColorFromVelocity_OnInterpolate(ObiSolver solver, float simulatedTime, float substepTime)
{
     if (solver.backendType == ObiSolver.BackendType.Compute)
     {
         m_computeShader.SetFloat("DeltaTime", Time.deltaTime);
         m_computeShader.SetBuffer(0, "ObiVelocityBuffer", solver.velocities.computeBuffer);
         int threadGroups = ComputeMath.ThreadGroupCount(solver.allocParticleCount, 128);
         m_computeShader.Dispatch(0, Mathf.CeilToInt(threadGroups), 1, 1);
     }
}
Code:
RWStructuredBuffer<float4> ObiVelocityBuffer;
float DeltaTime;

[numthreads(128,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
    ObiVelocityBuffer[id.x] = float4(0, DeltaTime*10, 0, 0);
}

I followed the instructions on this page and tried applying extra force, but nothing seems to have changed.
Did I do something wrong?

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  Foam (ADVECTION) --> working with CPU / GPU particles
Posted by: danik9 - 09-08-2024, 04:09 PM - Forum: Obi Fluid - Replies (1)

Hello.

I want to use the Compute Backend but using the (now deprecated?) particle advection script. 

My idea was to use the Mud Bun plugin's particles, which use the old particle system of unity, to make those particles follow with advection the Obi compute backend particles.

It's probably impossible but It may be useful for plp who has that same question. Using CPU particles was really useful as it has tons of uses and behaviours.




On the other hand I think support for the new VFX GPU particles would be really useful for creating custom effects aside from Foam.

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  Custom fluid shaders --> Amplify
Posted by: danik9 - 09-08-2024, 03:59 PM - Forum: Obi Fluid - Replies (2)

Hi, I would like to request adding support for Amplify Shader Editor for OBI 7 Compute backend

GetIndirectVertex 

I would need that node to do funny things, like adding support to this shader:
https://assetstore.unity.com/packages/to...ref=reddit

I put that as an example because I wanted to try the effect this week but it uses Amplify as many others, although It will probably bring problems with the tesselation and stuff I can't imagine...

Let me know your thoughts.

Cheers.

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  Unity physics interaction on v7.0
Posted by: goosejordan - 09-08-2024, 10:12 AM - Forum: Obi Rope - Replies (4)

Hi! I'm trying to simulate rope climbing equipment in a VR environment. It involves a LOT of interaction between Unity physics and Obi particles.

This is an older video of what I'm doing using ObiRope 6

I made a custom attachment system that can feed the rope forward and backwards with friction. The rope needs to be high resolution so there are a lot of pin transforms involved.
I got the physics to work pretty nicely but I ran into a performance ceiling.
I thought I would try the GPU accelerated backend on the beta and sure enough performance is vastly improved! Great work on that improvement! And thanks a lot, that will be important for my game.

However, I'm experiencing some drawbacks. Right away it feels like the rope has much more inertia like it is very heavy or damped. The syncing with Unity physics seems to be different and lags after the object it is pinned to. Or it may be the rididbodies lagging after the rope...

I see there is an option for sync or async but switching that only lowered my framerate.

What is my best option here? Would updating Unity physics on Update instead of FixedUpdate help? Or would it be cleaner to try and model the equipment and hands purely as particles and constraints and position the object onto the particles representing it?


Oh, just realized that 7.0 is out of beta. I should try updating but how much can that affect?

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