Hey there everyone. I wanted to add a glowing effect to my liquid, but finding code to add emission via meta pass to random shaders didnt seem to be working. I dont need any blur lighting effect outside, and I dont need any lighting of nearby surfaces.
I'm hoping you can give me some help as inserting a few similar versions of an emission pass into the ParticleShader.shader has not seemed to work.
In my game we are using physics to throwing an object. This is fairly standard as we are applying force and torque during FixedUpdate. In order to trigger an event we are checking if the rigidbody isSleeping and use that to reset a few conditions. This has been working fine for months until today, when we added an Obi rope to the scene. Once Obi Fixed Update has been added, it seems our the velocity of our rigidbody never seems to hit near 0. It's not clear how or why this is happening.
Any thoughts on why Obi Fixed update would be affecting the physics of other objects in the scene?
Rope is not staying connected to Particle Attachment points. Tried empty objects and outside object with collider. One end is coming from the character's backpack and the other end is connected to something in its hand, as soon as the character moves both ends jump/jitter.
I've encountered a bug in my project, and was able to encounter it again on a new clean projet. I'm using Unity 2019 LTS and Obi Rope 5.6.2
1. I've a prefab, containing two objects dynamically linked by a rope. The solver is inside the prefab (with ObiFixedUpdater)
2. I put 3 instances of this prefab in a simple scene
3. Then, if I delete A, then B, then C, everything is fine...
BUT ! If I delete C first, there is a big bug, and ropes from A go crazy and jump (or the spheres/cubes fly away) ! The attachment is almost broken (there is a big gap between the rope and the sphere)
Could you help me/resolve this bug ?
I can send a zip package is necessary,
Hello, we urchase Obi fluid recently. And after setup it in our project we had seen a huge drop in our performance, even without any fluid or softbody in our scene.
From our profiling we had guess the probleme is the fuild rendering feature added to URP.
It use two times the function FindObjectsOfType wich is very slow (probably because our scene is huge > 20000 objects.)
The result of one of the two calls isn't even used and is just a waste of cpu. Any way to improve that ? Usage of frustum culling maybe ?
First, thanks for the great asset! After building my own rope using joints, I am impressed with the behavior and performance of obi rope.
I'm currently having an issue where the rope behaves as expected in the editor but on play mode it isn't stable and flies everywhere.
Set up:
Rope with 2 attachments, one static, one dynamic.
Attachments are outside of colliders, and both control points are the same phase as the nearest collider
Using Burst
Obi Solver has interpolate selected
When I make a build, the rope will fly everywhere, despite the attachments behaving as expected. If I turn off interpolation, the rope looks fine, despite a ton of visual jitter (the static attachment is on a moving rigidbody).
I would really prefer to use interpolate to avoid this jitter. Any ideas?
Hello, when I use SetMass to change mass during game, the softbody get launched in the air so fast it get in NaN coordinates.
My use case is a blob eating, I want to increment the mass of the blob when it eats.
I use SetMass once on instantiation to set initial mass, wich work fine, but once I detect a collision and change the player's blob mass, it get launched in the air.
If I increment mass by some very low value like 0.00001f the blow slowly accelerate upward.
I have a rope and attached rigidbodies to this rope's both ends.
I wanted to draw on the object on the left with pulling the object attached to the end of the rope(object on the right) very fast.
When I pull it slowly, the behaviour is as expected. But when I increase the pull speed it does not behave very well because of the stretching(I guess). I'm setting the mass of the object on the left very low(like 0.01) when pulling, but it couldn't solve the problem.
P.s: I pull the object with using it's rigidbody, not with it's transform.
I attached two screenshots to describe my problem.
What settings should I apply to pull it correctly and very fast.