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  should I use obirope, or filo for static lifts, such as in dark souls/nioh2
Posted by: usemahrope88 - 02-07-2021, 05:27 PM - Forum: Obi Rope - Replies (1)

hello, sorry for another thread, 

my question is, should obirope or filo be used for static lifts which simulate rope or chains pulling them? but would be used say, hundreds of times in a scenes life time

also, would it be best to use filo on "cheap" lifts, which are semi-static but have the platform as physics tied to this filo rope? 

also, have you considered making a filo type of asset which supports dynamically adding a cheap ray traced fast rope?  Gran sonrisa

anyway this question is because filo is on sale right now, but i didnt realize i could make real use of it until just now, is it possible the attached bodies in filo can still be severed from the simulation if it leaves more than two connections, or i just change source code to do it? I read you cant add objects in runtime but i would want to be able to severe connections, im guessing the connections are stored as an array?

well anyway ill probably get it because it is still updated and on sale

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  Is it possible to have Surface Emitters?
Posted by: aseem.zhakaas - 02-07-2021, 12:50 PM - Forum: Obi Fluid - Replies (3)

I have a game where i want blood to splash and pour from the part of the body where the bullet hits. Is it possible to give the Emitter a position where it should spawn the fluid particle?

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Pregunta RopeAfterStretchCompression
Posted by: alex798 - 02-07-2021, 10:01 AM - Forum: Obi Rope - Replies (12)

Hello,

Sorry for the dumb question(it is probably explained somewhere in manual), but how after rope stretch and release make it compress to length less forcefull?- it shoots like rubber and moves chaotically...

P.S. I understand that it has something to do with compliance, but with comp>0 it doesn't return fully to needed lenght...

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  Simple Winch
Posted by: gozda - 02-07-2021, 06:59 AM - Forum: Obi Rope - Replies (1)

Hi,
As I have read on this forum, obi rope is average for winches, because making it stiff requires a lot of calculations. Obi is more suitable in this case to use to draw a rope. I'm trying to do that too, just having some obi problems and need some help.
In my case obi is supposed to be a visualization but behave like a normal rope, i.e. fall to the ground, react with colliders, and change its length dynamically as the winch unfolds / winds up. But I ran into a few problems:
1.I don't know how to make the obi only 30cm long. Can it be so short? When I tried to do it, it got longer, or else
she made a lot of turns.
2.if the solver can be in the vehicle hierarchy, and some script would only adjust its rotation to be 0.0.0 (this is for the clear hierarchy)
3. i want that rope does not affect the hook or the vehicle at all 
4. if it was stretched more, e.g. 40m, and stretched, the center of the rope did not fly around.

In fact, despite a few days of trying, the only thing I managed to achieve is to change its length and learn a little how it works at all. The examples provided by the package are more advanced than what I need and this is probably the problem.

What do I expect in response to these questions, as I would not like to ask a million other questions ...
a description of why it is impossible or if it is possible and how to achieve the things I asked about or how I can get around these problems
The best solution would be an example in the project, i.e. a short rope, grabs the end and unfolds, when I return to the source it does not curl but falls to the ground, the button causes the winding to occur. It doesn't even have to be influenced by physics on an object.

greetings

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  Collision category and Collision filter
Posted by: nicolagrosu - 01-07-2021, 11:52 PM - Forum: Obi Fluid - Replies (2)

Hello i try to change collision category and collision filter on emitter but when i hit play button it resets to default values. Is this a bug or i miss something?

Used version: 6.2

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  Remove Stitches/Stitcher From Cloth
Posted by: Visitor245262 - 01-07-2021, 11:28 PM - Forum: Obi Cloth - No Replies

In v3.5 what is the correct process for removing stitches from the cloth? Then switching one cloth to a different solver? I only need one piece of cloth to simulate at a time after the stitch is removed.

1. To add the stitch I use:
plyStitcher.PullDataFromSolver ();
plyStitcher.AddStitch (61, 8);
plyStitcher.PushDataToSolver ();


2. To remove the stitch I use:
plyStitcher.PullDataFromSolver ();
plyStitcher.RemoveStitch (0);
plyStitcher.PushDataToSolver ();

plyStitcher.Actor2 = null;
plyStitcher.Actor1 = null;


3. To switch solvers I use:
ply2.RemoveFromSolver (null);
ply2.Solver = ply2Solver;
ply2.AddToSolver (null);


4. ply2.RemoveFromSolver (null) causes this error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiStitcher.RemoveFromSolver (System.Object info) (at Assets/Plugins/Obi/Scripts/Actors/ObiStitcher.cs:203)
Obi.ObiStitcher.Actor_OnRemovedFromSolver (System.Object sender, Obi.ObiActorSolverArgs e) (at Assets/Plugins/Obi/Scripts/Actors/ObiStitcher.cs:156)
Obi.ObiActor.RemoveFromSolver (System.Object info) (at Assets/Plugins/Obi/Scripts/Actors/ObiActor.cs:342)
Obi.ObiCloth.RemoveFromSolver (System.Object info) (at Assets/Plugins/Obi/Scripts/Actors/ObiCloth.cs:224)


If I run RemoveFromSolver/AddToSolver code again it does work with no errors, so I must be missing a step somewhere but cant figure it out. Thanks!

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  hi, should I use obi rope for this type grappling system?
Posted by: usemahrope88 - 01-07-2021, 06:25 PM - Forum: Obi Rope - Replies (6)

hello, thank you dev for your hard work, i own this asset and want to ask if remaking this style of grappling system is feasible/do-able making use of obi-rope?:



(huh? now that i look closely on second video, maybe this game already was using obirope?)

i was also looking at your other asset:

https://assetstore.unity.com/packages/to...tor-133620

is it better instead?

feature set i am looking at implementing:

1. dynamic stretch and reposition, with anchor (i guess this is removal and addition of active particles within chain??)

2. continuous collisions for arbitrary collision surfaces(tree, boat, box, character, bush, anything) with anchor (supporting wrapping and two points contact) (also operates while player moves about without going through terrain)

3. momentum/add force reactive (permit swinging, i guess i can apply force to mid point of rope and also end in intervals based on player input(maybe determine axis based on controller z, x, y, facing) and maximal incremented multiplier over a set predetermined limit, ex: mid/end point+0.1force, time step, +0.2, +0.3, +0.4 (not sure how to solve this yet)


uhh guess its easier than i thought, seems to already do most, im wondering though if using your asset (no source code for obirope) will be good for lifetime of a project like this? i wouldnt need source code in the future if i simply make use of rope property? 

i could implement a simplistic solution myself but i just want to save time but dont want to be stuck later. but then again i can just use your system for certain parts of my grappling system and then add on custom code for specific use, not a issue either way just curious (also i have no time to edit source code anyway just like having the option to extend functionality and make use of api, not really modify just addition libs)

i think your asset is the fastest for this yes??
thank you again for hard work on this great job, i am also considering to get obi cloth but i will wait and see if i can use it (for dynamic flags)

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  BurstColliderWorld.GenerateContactsJob Alloc
Posted by: ThoughtMango - 01-07-2021, 10:23 AM - Forum: Obi Cloth - Replies (2)

Hi, 
Another day another random find when looking through unity's profiler, 
pre-allocating 32 elements in a NativeList removes a lot of alloc work inside the Job, like so (note, example is pretty extreme, 10s of simulations, but it's an 80% cut on standalone build)
[Image: prealloc.png]
Side Note: Value of 32 was chosen at random.

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  Local space simulation
Posted by: ikostyakov - 29-06-2021, 12:50 PM - Forum: Obi Rope - Replies (6)

Hello!

I have object structure like this

ParentObject
---Obi Solver
------Obi Chain
---ChainBall
---ChainHandle

Then I move Parent object Obi Chain's physics works. I want physics only then I move ChainBall or ChainHandle. Is it any way to do it?

Thank you!

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  Reducing Bounce/Spring Dampening
Posted by: captainSoftbody - 29-06-2021, 11:33 AM - Forum: Obi Softbody - Replies (3)

Hi,

Im just learning about how to use your Softbody asset, really cool so far!!

Is it possible to increase the dampening of the shape constraint springs? I'm finding it hard to reduce the bounce of a softbody.

I tried using the Solver Dampening, but this is just slowing everything down, including falling speed.

Thanks for any advice!

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