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IdentifyMovingColliders.E...
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Getting the force acting ...
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Obi Rope snake "collision...
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(7.0) New particle shader...
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Cloth abnormally twists i...
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Problem with softbody and...
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Exclude some particles fr...
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Rope is not stable |
Posted by: canerozdemir - 05-11-2020, 12:37 PM - Forum: Obi Rope
- Replies (6)
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Hello,
So I am adding a rope by code and I am able to instantiate it to a degree. However, when the rope is created and after I attach the rope using ObiParticleAttachment it becomes unstable when I move either the end or the start point. It goes back and forth intensely. Attachment works fine, the problem is the intense stretch and I need to make the rope more stable.
Also, how can I set a target on the ObiParticleAttachment with code? I have a start and an end point on the blueprint and I added them by using code. However, I am not able to assign a target to ObiParticleAttachment and it asks for a Obi specific component.
Thank you.
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Question before buying |
Posted by: corballygames - 05-11-2020, 02:20 AM - Forum: Obi Fluid
- Replies (1)
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I have one specific use case for Obi Fluid in mind, I have a character that uses fluids in a "special attack"
Is it possible to have the fluid remain on the ground after the emitter is turned off? I need to create a puddle that remains for a few seconds after the emission ends.
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Detect rope collision with raycast? |
Posted by: Chironyx - 03-11-2020, 03:03 PM - Forum: Obi Rope
- Replies (1)
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Heya!
I have a line renderer which has a raycast following the rendered line.
I would like the rope to be cut where the raycast hits it (where they intersect eventually basically)
I currently have a script that cuts the rope at a hard-coded element for testing:
Code: using Obi;
void Update()
{
if (Input.GetKeyDown(KeyCode.T))
{
ObiRope rope = GetComponent<ObiRope>();
rope.Tear(rope.elements[35]);
rope.RebuildConstraintsFromElements();
}
}
But how can I detect a specific element by raycast hit?
And additionally, for future reference, it would serve me well to know how to do the same for collider collisions with the rope as well!
I've tried digging through the forums and documentation, but I'm either not looking in the right place, or don't understand things that might be common sense (like what are "particle1" and "particle 2" inside of an element and such, the documentation only says they're ints but I'm not sure what they do).
If there is a more in-depth walkthrough I can follow to educate myself with, aside from the 4 videos on YouTube, I would love that!
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Max Rest Length |
Posted by: VagabondOfHell - 01-11-2020, 10:12 PM - Forum: Obi Rope
- Replies (3)
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Hi Obi
I'm curious if there is a reliable way of calculating the Maximum Rest Length based off of the pooled particle count. During my testing I've been setting my cursor length to Mathf.Infinity in the OnElementsGenerated callback of the instantiated rope and then resetting it to it's previous length to determine this. Just curious if there's a better way to go about it.
Thank you, and fantastic job on the Obi Rope asset!
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Alembic Cache Mesh as Collider? |
Posted by: mattstrangio - 31-10-2020, 08:04 PM - Forum: Obi Rope
- Replies (2)
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Hello,
I have an animation in Maya that I exported out as an alembic cache, and have successfully imported into Unity as a GameObject. I was hoping to use that animated GameObject as a collider for a ObiRope. Basically, it's an animation of a horse, and I was looking to create the reins and sim them using ObiRope. I can get the child mesh to act as a collider, but only the first frame mesh of the alembic cache. It's not the entire animated GameObject. Any advice for what I'm trying to achieve?
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Strange shadow rendering issue when world-space UI element is visible (URP) |
Posted by: Softscale - 29-10-2020, 01:04 PM - Forum: Obi Fluid
- Replies (3)
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I'm in the process of upgrading a project to use URP, and ran into an odd issue with the fluid renderer - the shadows received by the fluid seem to render differently depending on whether there is a world-space UI element like image, text, button, etc. visible to the camera.
I noticed this in a project with Obi 5.6, Unity 2019.4.13f1, and URP 7.5.1, but confirmed that it also occurs on the latest versions (Unity 2020.1.11f1, URP 8.2.0).
I was able to recreate this in a new project, see a video showing the issue here:
https://i.imgur.com/UQhTqK3.mp4
To recreate this:
- make a solver and fluid emitter with default values (unchecking "Render" on the ObiParticleRenderer).
- create a Canvas with a render mode of World Space, and give it at least one child UI element like a Text. Make sure this text field is visible somewhere in the scene.
- set the Environment Lighting Source to Gradient or Color, instead of Skybox.
- in the ObiFluidRendererFeature, set Transparency to something less than 1. In the demo video, I set Transparency to 0. I had also set the Ambient Multiplier to 6 to exaggerate the effect, but it seems to occur whenever the Ambient Multiplier is non-zero.
The bug seems to be related to ambient lighting - when any camera (editor or game) has a world-space UI element within its view, any shadows falling on the fluid are tinted with the selected ambient color for the scene, but otherwise are very dark.
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