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  Fluid not rendering in build
Posted by: Barliesque - 01-08-2024, 03:01 AM - Forum: Obi Fluid - Replies (7)

I've just upgraded to Obi Fluid 7--removed the previous version before adding the new package.  I've got it running well in the Editor, but in an actual build (for Windows PC) the Fluid Mesh is not rendered.  Any suggestions?

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  ObiRopeCursor for ObiRod
Posted by: kripa1415 - 31-07-2024, 01:11 PM - Forum: Obi Rope - Replies (13)

Hi  I would need to call ChangeLength for ObiRod. We can do this for ObiRope but I need this feature in ObiRod is it possible ?

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Pregunta Obi Rope Tight Ropes
Posted by: mayktr - 31-07-2024, 03:08 AM - Forum: Obi Rope - Replies (1)

Hello,

I want to change the Solver substep from 4 to 1. The reason for this is to increase my FPS value. But this prevents the ropes from being tight. I want my ropes to be tighter. When I give the distance iterations value higher than 1, the ropes start to vibrate. Is there a different solution to this?

               

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  Couldn't create a Convex Mesh from source mesh "extrudedMesh" within the maximum poly
Posted by: alicecatalano - 29-07-2024, 03:54 PM - Forum: Obi Rope - Replies (2)

Hello,
I am working on a closed curve, to simulate and elastic behaviour. this lastic should be manipulated by a rigid object to be hooked on some obstacles and create figures with it. The problem is that after a bit of tention the follision fails, and I think the problem is given by the following 
"Couldn't create a Convex Mesh from source mesh "extrudedMesh" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. UnityEngine.GUIUtilityLenguarocessEvent (int,intptr,bool&)."
The error refers to the rope model. It seems really strange to me because: 1. the rope meash is not created by me but by obi, 2. i was working on a different Pc and there i didn't get errors of these type.
So i don't unterstand if the error is related to the machine performances or there is any setting that i didn't change

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  Obi 7 has been released
Posted by: josemendez - 29-07-2024, 11:15 AM - Forum: Announcements - Replies (21)

Hi!

Obi 7 has been released and it is now available on the Asset Store. It's been several years of continuous research and development, plus 1 and 1/2 years in beta. My hope is that it will prove useful to you in some way and you will enjoy using it.

This is a free update. Pricing for new users is also the same as previous versions.

If you're already using Obi 6.X in an existing project, keep in mind that Obi 7.X is a major step up and many things have changed from 6.X. If you plan on upgrading your project you should make a backup of it and set some time aside for upgrading it. There's an upgrade guide available. If you need any help at all while upgrading let me know trough the usual contact channels (support email or these forums) and I'll do my best to guide and support you trough the process.

The manual has been updated to 7.0. We're still in the process of updating the API docs, but they should be up in a couple days. Sonrojado New video tutorials are also coming.

As always: let me know if you need any help, have any questions or feedback, or of course if you think you've found a bug.

Kind regards,

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  procedure control point does not spawn particle in correct place
Posted by: bugbeeb - 29-07-2024, 03:21 AM - Forum: Obi Rope - Replies (2)

I'm making something like a grappling hook, but I need to respawn the line each time it's triggered. To do this I modified some code from the obi grappling hook example where the blueprint is regenerated and I set the control points. However, the particles don't seem to spawn in the correct location. Here is the code to spawn the particles:

```
        var localPos = rope.solver.transform.InverseTransformPoint(transform.position);
        var characterLocalPos = rope.solver.transform.InverseTransformPoint(character.transform.position);

        rope.ropeBlueprint = null;

        var filter = ObiUtils.MakeFilter(0x0000FFFE, 0);
        blueprint.path.Clear();
        blueprint.path.AddControlPoint(characterLocalPos, Vector3.zero, Vector3.zero, Vector3.up, 1f, 0.1f, 1, filter, Color.white, "Start");
        blueprint.path.AddControlPoint(localPos, Vector3.zero, Vector3.zero, Vector3.up, 1f, 0.1f, 1, filter, Color.white, "End");
        blueprint.path.FlushEvents();
        yield return blueprint.Generate();

        rope.ropeBlueprint = blueprint;
```

But the first and last particles are noticebly off by the same amount whereas I would expect them to be located exactly at the transform positions specified in the blueprint. Am I doing something wrong here?

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  Attaching gameobjects after tear up
Posted by: Ferhat123 - 25-07-2024, 03:07 PM - Forum: Obi Rope - Replies (4)

Hi,

After cutting the rope into two, I want to attach gameobjects to the ends of each rope piece.

I guess I can't add control points at runtime to attach these gameobjects so how can I do it.

Thank you,

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  Rope static attachment seems to lag behind the moving object it's attached to
Posted by: ShawnF - 25-07-2024, 02:26 PM - Forum: Obi Rope - Replies (3)

You can see what I mean here: https://youtu.be/cMG1YjnYDwM

The rope has an attachment to the character's hand, but it follows a bit behind the char as you move.

Solver is on FixedUpdate, character is being moved through physical forces. Both the character and the rope have interpolate on.

Code for the attachment is here, in case there's something about the initial setup that's causing problems:

Code:
public void AttachParticle(RopeChar ropeChar, int particleIndex)
    {
        attachedRopeChar = ropeChar;

        // Create a new attachment and set it to be attached to the character's hand
        attachment = obiRope.gameObject.AddComponent<ObiParticleAttachment>(); 
        attachment.target = attachedRopeChar.attachTransform;
                   
        // Handle gameplay of attached char (swings from hinge, the rope is just visual and used for collision detection)
        attachedRopeChar.AttachToRope(this);

        // Move the collided particle to the char's hand pos
        UnityEngine.Vector3 relativePlayerPos = attachedRopeChar.attachTransform.position - solver.transform.position;
        solver.positions.SetVector3(particleIndex, relativePlayerPos);
   
        // Create a new particle group and assign it the particle that you collided with
        ObiSolver.ParticleInActor particleInActor = solver.particleToActor[particleIndex];
       
        ObiParticleGroup group = ScriptableObject.CreateInstance<ObiParticleGroup>();
        group.particleIndices.Add(particleInActor.indexInActor); // index of the particle in the actor
        attachment.particleGroup = group;
    }

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  Rope hierarchy
Posted by: zack_Lee - 24-07-2024, 08:40 AM - Forum: Obi Rope - Replies (1)

I want to recycle my rope when it doesn't collide and there are no other ropes above it. I've now solved the collision problem. But what about hierarchies? How do I know there is no other rope above this rope

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  Obi Rope Cursor ChangeLength With Collision
Posted by: zack_Lee - 24-07-2024, 08:36 AM - Forum: Obi Rope - Replies (3)

When I was using Obi Rope, I wanted to dynamically modify the length of the rope. But modifying the length will cause the collision between the rope and the rope to fail, and the two ropes that are entwined with each other will untie, is there any solution?

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