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I've made a bounce script...
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Error: Particle that does...
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Setup Ignore Collisions b...
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Question about garment on...
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Feedback on improving the...
Forum: Obi Softbody
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Controlling Particle Thic...
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Please check out this mod...
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Debug Collisions position...
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Obi Rope not working on O...
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  Getting actors from bodyA and bodyB in Obi 6.0?
Posted by: MattS - 12-02-2021, 10:54 PM - Forum: Obi Softbody - Replies (6)

Hi!

I've updated to Obi 6.0 and replaced contact.particle with contact.bodyA and contact.other with contact.bodyB, but when I collide 2 actors now, after the first collision or so none of the contacts are the 2 actors involved in the contact; most are null. 

Code:
public void OnSoftParticleCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
    foreach(var contact in e.contacts)
    {
        if(contact.distance<0.01f)
        {
            var thisActor = m_solver.particleToActor[contact.bodyA]; // often null
            var otherActor = m_solver.particleToActor[contact.bodyB]; // often null
            ...

world.colliderHandles doesn't seem to be right either. I was wondering, what is the correct way to get the 2 actors involved in a softbody/softbody collision now?

Thanks!

Matt

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  Surface-based collision option not working
Posted by: budosuyu - 12-02-2021, 03:04 PM - Forum: Obi Rope - Replies (5)

It doesn't seem to work for us. Ticked or not it works the same way it did with the previous versions. Am I doing something wrong? Are there any additional settings I should be aware of? 

I wish there were a demo scene specifically for this new feature as we have seen in the new demo videos.

Can you please help me out?

[Image: 1.jpg]



[Image: 2.jpg]


[Image: 3.jpg]


GIFS: 

[Image: rope.gif]

[Image: rope2.gif]

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  rope setting at the starting point goes
Posted by: 0hsyn1 - 12-02-2021, 02:25 PM - Forum: Obi Rope - Replies (4)

Hi,
first picture, before starting game.
second image after starting unity.
the third picture shows that the rope arrangement is correct.

What could be the rope issue when I start Unity?

I'm sorry for my bad english.

Thank you.



Attached Files Thumbnail(s)
       

.png   3.PNG (Size: 14.33 KB / Downloads: 13)
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  Detecting Particle Collision
Posted by: berko - 12-02-2021, 02:07 PM - Forum: Obi Fluid - Replies (1)

Hi there,
-I want to detect particles contacting each other.  Then I will try to move those particles together either applying force or setting their velocities.
I tried solver.OnParticleCollision but I doest work for me.



Thanks in advance

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  Pulling Rigidbodies with bigger mass
Posted by: Eddy13 - 11-02-2021, 02:15 PM - Forum: Obi Rope - Replies (3)

Hello, 

I recently updated an old project and I see that there are some changes to the asset, and I can not recreate the old obi rope behavior that I had before. Unfortunately I could not find a solution in documentation, sorry if I missed it. Basically what I need is to use the rope to pull heavier objects. Kind of similar to crane example, but lets say if I need to pull Rigid body that has a mass of say 2000-4000. Right now if I try to pull a heavy Rigid body by changing rope length, the rope does not generate any pull. In the older Obi version I was able to set it up, but I don't remember exactly what I did, or did Obi rope had a much different behavior out of the box?

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  Increase scale of softbody?
Posted by: RMHgames - 11-02-2021, 01:06 PM - Forum: Obi Softbody - Replies (4)

When I try to grow softbody sphere, there's a really bad render bug (See attached)

Any fix?

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Triste Obi Collider with Custom Collider
Posted by: Torchbiz - 11-02-2021, 02:01 AM - Forum: Obi Fluid - Replies (1)

Hello all,

I am aiming to make a potion-mixing simulator and I am attempting to create a bottle to put liquid inside of. I am using Unity 3D and I have downloaded a Compound Collider script that allows concavity, and creates a compound collider by adding multiple mesh colliders as children of the desired object. I currently tried to add an Obi Collider script onto every child object that is made of the colliders. In theory this should work, but the liquid is still falling through. 

Is there a way I can have the Obi Collider script communicate with this compound collider? If this isn't simple is there a possible way to complete this through scripting? Any and all help appreciated! I have attached photos below.

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  apk build for Oculus Quest 2
Posted by: rrrohannn - 10-02-2021, 10:33 AM - Forum: Obi Cloth - Replies (1)

Hi, I'm trying to build a simple scene with Obi Cloth for Oculus Quest 2 for testing purpose. I'm getting the following errors while building an apk file for Quest 2 posted in the screenshot. I've tried numerous ways from the forum to eradicate the errors but they were of no use. Can anyone help me with the technicalities for building an apk with Obi Cloth in it? Indeciso



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Pregunta Booster Pack ripping?
Posted by: Noblauch - 07-02-2021, 11:47 PM - Forum: Obi Cloth - Replies (1)

Hi, in our game we have card booster packs, that the user can open.
Currently its just an animation, but it would be so satisfying if the user could rip the booster pack open like a real one.

After some googling on how to approach this problem, I found this plugin.
Would this be possible with Obi Cloth? I wanted to try it out, but paying full price to just test and probably seeing that it doesn't work / doesn't look right is to risky for me.

So developers / users, tell me: Do you think this would be a possible way? The booster pack currently exists as a 3D model, and pre rendered sprite Guiño
PS: It must work on Android and iOS

Greetings from Germany!

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  Bag rope
Posted by: yusufbesim - 06-02-2021, 06:00 PM - Forum: Obi Rope - Replies (1)

Hello,


I'm trying to do messenger bag on character.
Trying to use obirope for bag rope like this.

[Image: Screen-Shot-2021-02-06-at-19-56-45.png]

Any advice ? When add rope, it's dropping in skin

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