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A few bugs and feature requests |
Posted by: Nyphur - 21-05-2021, 09:18 PM - Forum: Obi Fluid
- Replies (2)
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Have been using the Obi tools for a few weeks now, it's a fantastic set of tools and the softbody particle simulation is kind of genius. I've been exploring various use cases for a game in development and have noticed a few bugs and issues and had some and some features that would be great to see implemented.
Bugs and issues:
- Obi Emitter Min pool size doesn't work when set to 1. Fix is to swap the > on ObiEmitter.cs line 462 for a >=.
- Obi Emitter speed variable for flow rate doesn't work well for very low-resolution fluids (e.g. 0.1 resolution). I've found a few cases where decoupling emission force and emission rate was useful.
- Certain settings can make the solver lock up and you have to kill the Unity process. I know this isn't an easy one, but is it possible to have the solver stop and throw an error if the process is taking too long?
Feature requests:
- Alternative phase system: The Phase system for filtering which particles interact with which colliders feels kind of reversed, we can only select one phase to NOT interact with so there's no way to limit specific particles to a specific collider. Is the current implementation necessary for a performance or stability reason?
- Random emission: Obi Emitter shapes generate a distribution of points to spawn particles at, and it emits particles at them sequentially, resulting in predictable patterns. Could we get an optional pseudorandom distribution order? Possibly do this at the distribution point generation time to minimise performance issues?
- Manual EmissionMethod: The current system is great for continuous or burst emission of fluid, but to integrate it with most games will require programmatic emission of a controlled number of particles. It'd be good to add a Manual emission type where it doesn't emit until a method is called to emit a specific number of particles.
- More particle kill methods: Right now all particles must have a life span set and are killed at the end of that. I'd love to get some alternative kill methods, like if I could emit 100 particles with no kill time and then manually kill them later, or maybe make particles killed by velocity or collision force or minimum connections (like individual disconnected particles self-destroy). Just feels like there's a lot of room for expansion here.
- Convert fluid to softbody blueprint: This is a bit of a crazy one, but could we get a way to solidify a set of fluid particles together in their current shape, or to make them transform into a shape provided by a softbody blueprint?
Again, it's a fantastic tool set and I'm just beginning to experiment with how we can integrate it with our current game design so please let me know if any of these features can already be done in some way. The code is nice and clean and I'll be able to extend it further to add features like these, but other people would probably get use out of them too as they seem like common use cases for games.
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Intermediate or edge/face particle creation? |
Posted by: Nyphur - 21-05-2021, 08:51 PM - Forum: Obi Softbody
- Replies (9)
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Obi Softbody's surface blueprint generation seems to do a good job on high-poly models with consistent vertex density, such as the example models of the dragon or the bunny. Unfortunately, it has big problems with any reasonably optimised models.
The main problem is that when generating a surface blueprint for a mesh, Obi is fundamentally limited to generating a maximum of one particle per mesh vertex. If the model has vertices that are not regularly spaced, then you run into problems when setting the Cluster Radius. The areas of the model with more densely packed vertices become overconnected for any given cluster radius value, and less dense areas become underconnected or even disconnected.
I wanted to see what can be done to combat this, so I just have a few questions if anyone knows:
1) Is it possible to generate intermediate particles on edges or faces rather than only on vertices?
2) Is there a better method for connecting particles than cluster radius?
3) Is it possible to limit the particles to the closest 3-4 connections to prevent over-connection?
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Pulling object problem |
Posted by: cruzjunior - 19-05-2021, 06:50 PM - Forum: Obi Rope
- Replies (2)
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I'm completely new to this asset and I have a problem that I cant seem to find a way to solve it.
I want to have a hook at the end of the rope and when that hook comes in contact with an object it attaches to that object and when the player pulls on the rope, the object comes wit it.
My first instinct was just to make the object a child of the hook but that doesn't seem to work, the object either does not move or glitches out.
Then I tried tying the object's transform to the hooks transform in script, so it moves when the hook moves without needing to parent, but then the problem with that was that the object would then would then go through other objects, completely ignoring the collider at some points, or launching other objects or itself into the stratosphere, and there was also the problem of the movement was not looking natural.
Is there an obvious way to do this that I am missing?
Thanks in advance!
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Obi adding huge forces to rigidbodies when you delete ropes... (Repro project) |
Posted by: Hatchling - 19-05-2021, 04:49 PM - Forum: Obi Rope
- Replies (8)
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So, this time I found that when you delete ropes, it can cause NaNs and absurd velocity assignments to rigidbodies when you destroy a rope's GameObject.
The repro package can be found here: (Expires in 30 days)
https://ufile.io/45i4log9
To reproduce:
- Start a new Unity project (I'm using 2020.2.0f1).
- Add Burst (version 1.4.8) and Jobs (version 0.8.0-preview.23) through the Package Manager.
- Import the package linked above.
- Open SampleScene.unity and press Play.
- Click and drag to attach a rope. The point where you click (mouse down) will be the first point where a rope gets attached. The point where you let go (mouse up) will be the second point where a rope gets attached. Add several ropes.
- Press [R] to delete all of the ropes you created.
- Repeat 4 and 5 until the bug is reproduced.
You'll see this when you reproduce the bug:- The rigidbodies in the scene may start behaving abnormally, with ghost forces pushing them around even though all of the ropes have been removed.
- You'll see errors spamming the console regarding invalid forces being applied to one or more of the rigidbodies. For example: rigidbody.velocity assign attempt for 'Floating Platform' is not valid. Input velocity is { 2.468001, NaN, 55.692116 }.
- Some of the rigidbodies may explode into outer space from the absurd forces.
Seems related to the previous bug I posted, with very similar symptoms.
Other symptoms I've noticed in fighting with this bug:- When I start SampleScene with a rope in the scene already, (drag ObiPrefabs/Rope into the scene and activate the GameObject before pressing play) any ropes you add to the scene will be frozen and will not simulate.
- After reproducing the above bug: When switching to the scene "RopeNet" (which uses a modified example script to use the global solver), pressing play, and then unpressing play, the console will spam about some phantom Obi.ObiLateFixedUpdater trying to poke at various destroyed Obi components. When this occurs, you'll find that there are no ObiLateFixedUpdater instances visible in the hierarchy.
Code modifications to note:- ObiStatic.cs added, which enables a global solver.
- ObiStaticSettings.cs added, which allows you to define the global solver using a prefab reference.
- When an ObiRope is created, it will check for a solver in one of its ancestors. If one isn't found, it'll use ObiStatic.WorldSolver, which will get instantiated if needed.
- RopeNet.cs will use ObiStatic.WorldSolver instead of creating its own solver.
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