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Forum: Obi Rope
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Collisions don't work con...
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Forum: Obi Rope
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Android rendering doesnt't work and freezes |
Posted by: Rearden - 21-10-2024, 12:55 AM - Forum: Obi Fluid
- Replies (7)
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Hey there! Hope you are doing well!
I am using Unity 2022.3.21.f1 Obi Fluid 6.5. I am working with Built-in rendering pipeline.
I got an issue when building for Android - in my scenes fluid render looks like red squares, game freezes and/or crashes then.
At obi sample scene Faucet I cannot see fluid rendering at all, scene also freezes heavily, making it almost impossible to even quit.
I have no such issues with iOS, everything works properly.
At the Logcat tab in the Android studio I got no errors related to Obi. Could you please help me with this issue?
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Obi 7 Major bug on multiple Skinned Cloth |
Posted by: calvantsang - 18-10-2024, 07:15 PM - Forum: Obi Cloth
- Replies (2)
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On the current version of Obi(7.0.3), if there is more than one piece of skinned cloth underneath a solver, all the cloths will be messed up.
Only when one skinned cloth is enable will get the good results.
It happens on both compute (gpu) and burst (cpu), but the burst (cpu) results are less chaos.
Normal cloth and fluids work fine.I tested on unity 2022,2023 and unity 6000 and got the same results,
I retry Obi 6 on a old project with same thing and multiple Skinned Cloth work fine.
Please tell me how to fix it?
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Can you connect ropes to different moving objects? |
Posted by: twocomet - 18-10-2024, 04:26 PM - Forum: Obi Rope
- Replies (1)
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https://ibb.co/qxTH20G
It was large so I uploaded it to another external image upload site.
When there is a moving character, the gun is attached as the character's right hand child.
The cup-shaped object is assumed to be attached to the UpperChest bone.
I wanted to connect these two objects with a rope, and I wanted to specify the minimum length of this rope.
Currently, I don't know if the problem is caused by the rope being too thin and small before specifying the minimum length...
The ropes used in the project samples are all large.
When the character moves, the gun or cup object that is the center of the rope will move attached to the character bone.
Will this become a problem in the future?
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How to optimize collisions? |
Posted by: vrtraining - 15-10-2024, 06:05 PM - Forum: Obi Cloth
- Replies (12)
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So I have turned off surface and self collisions for a cloth and also my sheet is 9x9 = 81 particles. I've tried using many techniques, the sub steps to 1-2, collision iteration is only 1. Using multiple collision layers to avoid multiple collisions.
The problem im facing is frame rate drop when my cloth falls on the floor as it lay down completely flat on the floor, i think it could be due to all 81 points colliding with the floor. Any other options I can use to reduce physics based processing or increase my framerate? Does total number of colliders in scene effect?
Update: I tried reducing cloth collision points to only 4 and im still getting same results as it hits the floor, looks like number of points colliding isn't the issue. But as soon as it collides with floor my frame rate drops, any way to optimize or trace it? Because as long as im holding the blanket in hand with attachments, it works fine, but as soon a single collision happens or any single particle collides anywhere i get a frame rate drop.
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Obi rope with Photon Fusion 2 disconnects from attachment |
Posted by: Paul1 - 07-10-2024, 04:38 PM - Forum: Obi Rope
- Replies (4)
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I need to spawn objects in runtime, so everything needs to be a prefab. When creating a scene, I instantiate obi rope and spawn 2 plugs, that I can pick up, I connect them to the rope and that is it. On host: Everything works fine, on client: rope gets disconnected from plug and starts to do some weird movement. That only happens when everything is instantiated in runtime.
SimulationBehaviour code:
Code: bool first = true;
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (runner.IsSceneAuthority)
{
if (first)
{
runner.Spawn(prefab, new Vector3(1, 0.089f, 0));
runner.Spawn(prefab, new Vector3(-1, 0.089f, 0));
first = false;
}
runner.SetPlayerObject(player, runner.Spawn(playerPrefab, new Vector3(UnityEngine.Random.Range(-10, 10), 1, UnityEngine.Random.Range(-10, 10)), inputAuthority: player));
}
}
plug code (there is more code, but for this question, this is the important part. Parent is in main project something else, this is just for testing):
Code: Transform parent;
Rigidbody rb;
private void Start()
{
parent = transform;
rb = parent.GetComponent<Rigidbody>();
if (a.Att1.target == null)
{
a.Att1.target = transform;
}
else
{
a.Att2.target = transform;
}
}
public void Pickup(Transform hand)
{
rb.isKinematic = true;
rb.useGravity = false;
parent.SetParent(hand);
parent.localPosition = Vector3.forward;
}
public void Release()
{
rb.isKinematic = false;
rb.useGravity = true;
parent.SetParent(null);
}
I also set the Time.timeScale = 0 at start of creating the scene, and at the end back to 1.
Here is a video for better understanding of the problem: [color=var(--theme-link-color-hover, var(--theme-secondary-500))]https://drive.google.com/file/d/1P0H2jcFyjb4VeKeQxLUOMf9-ppuZqm9X/view?usp=sharing[/color]
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