Search Forums

(Advanced Search)

Latest Threads
Fluid ignores colliders o...
Forum: Obi Fluid
Last Post: josemendez
Today, 09:03 AM
» Replies: 2
» Views: 38
Particle attachments dont...
Forum: Obi Rope
Last Post: josemendez
13-02-2025, 03:09 PM
» Replies: 1
» Views: 100
Dynamic attachment to fix...
Forum: Obi Rope
Last Post: josemendez
12-02-2025, 02:52 PM
» Replies: 9
» Views: 338
Changing rope lenth creat...
Forum: Obi Rope
Last Post: josemendez
11-02-2025, 08:35 PM
» Replies: 3
» Views: 179
Preventing fabric from vi...
Forum: Obi Cloth
Last Post: josemendez
10-02-2025, 12:36 PM
» Replies: 1
» Views: 125
Trouble with Attachments
Forum: Obi Softbody
Last Post: beegon
07-02-2025, 08:29 PM
» Replies: 3
» Views: 229
Mesh creating
Forum: Obi Rope
Last Post: alicecatalano
07-02-2025, 11:28 AM
» Replies: 13
» Views: 22,499
Collider interactions
Forum: Obi Softbody
Last Post: josemendez
07-02-2025, 09:42 AM
» Replies: 1
» Views: 158
RuntimeRopeGenerator basi...
Forum: Obi Rope
Last Post: ayoci
04-02-2025, 04:30 PM
» Replies: 0
» Views: 1,545
static 2nd attachment cau...
Forum: Obi Rope
Last Post: josemendez
04-02-2025, 07:53 AM
» Replies: 1
» Views: 197

 
  Attaching a prefab to each particle in a rope.
Posted by: hecali_aj - 05-03-2021, 11:29 AM - Forum: Obi Rope - Replies (2)

Hello,
Is there a way to attach a gameobject/prefab to rope particles? I was thinking of creating the rope through script and attaching a prefab to each particle in the rope.
Is there a better way to do this? Is using pin constraints the solution to this one?

Print this item

Pregunta Is there a way to calculate "bulks"?
Posted by: Samadhi - 04-03-2021, 10:41 PM - Forum: Obi Fluid - Replies (1)

Is there a way to know if a particle is part of a bigger chunk of fluid?

I want to do a system in which two emitters emit the same fluid with different colors each, and as they mix together, so does the color of all the fluids. Similar to the "FluidMixing" sample scene, with the difference in that scene the color change occurs on an individual particle basis; here I want it to happen to everything connected to the bigger mass of fluid, bus skip droplets that aren't part (yet) of the bigger mass.

On a somewhat related question. In that "FluidMixing" sample scene I saw the main script in charge of changing the color uses the "userData" property; according to the manual, that property holds data that was... well, placed there by the user. But I didn't saw any other place in which those values could have been modified (or added, to begin with), so I'm not sure how that works.

Thanks.

Print this item

  IndexOutOfRange in ClothProxy on Android
Posted by: JanikH - 04-03-2021, 03:53 PM - Forum: Obi Cloth - Replies (3)

Hi,

when running our game on Android we're currently running into the following exception:

Code:
IndexOutOfRangeException: Index was outside the bounds of the array.
  at Obi.ObiClothProxy.UpdateSkinning (Obi.ObiActor actor) [0x002ab] in ...\Assets\Obi\Scripts\Cloth\Rendering\ObiClothProxy.cs:132
  at Obi.ObiClothRendererBase.UpdateRenderer (Obi.ObiActor actor) [0x0012b] in ...\Assets\Obi\Scripts\Cloth\Rendering\ObiClothRendererBase.cs:191
  at Obi.ObiActor.Interpolate () [0x0010d] in ...\Assets\Obi\Scripts\Common\Actors\ObiActor.cs:1189
  at Obi.ObiSolver.Interpolate (System.Single stepTime, System.Single unsimulatedTime) [0x000a7] in ...\Assets\Obi\Scripts\Common\Solver\ObiSolver.cs:1622
  at Obi.ObiUpdater.Interpolate (System.Single stepDeltaTime, System.Single accumulatedTime) [0x0002f] in ...\Assets\Obi\Scripts\Common\Updaters\ObiUpdater.cs:110
  at Obi.ObiFixedUpdater.Update () [0x00007] in ...\Assets\Obi\Scripts\Common\Updaters\ObiFixedUpdater.cs:62

This does not occur when running in the editor.
We're using ObiCloth 6.0.1 with Unity 2020.2.4f1.
I made sure to regenerate the blueprint and rebind the skin map.

Any pointers as to what the issue may be?

Print this item

Pregunta Calculating the Amount of Fluid
Posted by: Oziko - 04-03-2021, 03:53 PM - Forum: Obi Fluid - Replies (2)

I'm doing a game where I carry water in a container. The amount of water remaining in the container is different in each section.

I want to give a percentage of how much water is left in this container. How am I going to do this?

Print this item

  Adding & Removing ObiParticleAttachments at runtime
Posted by: MartinBischoff - 04-03-2021, 03:20 PM - Forum: General - Replies (1)

I want to dynamically add and remove ObiParticleAttachments to individual particles of Softbodies at runtime.
My current implemenation looks like this:


Code:
private void Grasp(ObiActor actor, int index)
        {
          attachment = actor.gameObject.AddComponent<ObiParticleAttachment>();
            attachment.target = transform;
            attachment.particleGroup = actor.blueprint.AppendNewParticleGroup(groupName);
            groupIndex = actor.blueprint.groups.Count;
            attachment.particleGroup.particleIndices = new List<int> { index };
            attachment.compliance = 0;
            attachment.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
            IsGrasping = true;

            solver.RemoveActor(actor);
            solver.AddActor(actor);
        }

private void Release()
        {
            Destroy(attachment);
            actor.blueprint.RemoveParticleGroupAt(groupIndex);
            solver.RemoveActor(actor);
            solver.AddActor(actor);
        }




I can succesfully preform Grasp() and Release() once. The second time I call Grasp() the actor moves only halfway to the attachments target. It seems like the solver did not fully forget the previous attachments.

I experimented several hours with the methods suggested in Scripting Constraints tutorial without success.

I don't want to add forces to particles in this script as it is done in ObiParticleDragger but rather activate & deactivate a pin/attachment constraint.

Thank you so much for your support!


tl/dr:
How do I properly register and unregister ObiParticleAttachments at runtime?

Print this item

Información Collider Layer?
Posted by: JhonatasFarias - 04-03-2021, 04:13 AM - Forum: Obi Rope - Replies (2)

Hi, in a nutshell, I need specific colliders to repel only ropes, not cloths.

I'm already using surface collisions in my ropes but I have several thin colliders around my scene (furnitures with drawers and doors) and it's very easy to happen intersections, I placed big cube colliders involving the furnitures but I also use obi cloth and I noticed physics layer doenst make diference. I mean, for instance, my cloths can be inside drawers so each wooden side has colliders, but I dont want/need rope (in this case they are power cables) inside the drawers so I have big colliders around the entire drawer and furniture to avoid the penetration of the rope particles, but it seems physics layer doesnt make diference so those big colliders spit out the cloths models...

Since phase setting for the collision wont work in this situation what could I do?]

tks in advice.

Print this item

  Obi cloth for VR grab
Posted by: Narmeen - 03-03-2021, 08:39 PM - Forum: Obi Cloth - Replies (4)

Hello 

How can I grab obi cloth in VR for the oculus quest integration?

any advice please

Print this item

  Merging Cloth and Softbody Obi error
Posted by: fluidman84 - 03-03-2021, 07:43 PM - Forum: Obi Softbody - Replies (2)

I am attempting to introduce the ObiSoftbody components into a project that contains Obi Cloth. I've updated both packages to the current (6.0.1) versions, but for some reason still receiving an error.  

Code:
Assets\Obi\Scripts\Softbody\Actors\ObiSoftbody.cs(27,30): error CS0115: 'ObiSoftbody.surfaceCollisions': no suitable method found to override

I've updated the ObiActor script in Obi\Scripts\Common\Actors as I thought that contains surfaceCollisions, but I still receive the error. Any suggestions?

Print this item

  Surface Collision Jittering
Posted by: tpaslou - 03-03-2021, 04:22 PM - Forum: Obi Rope - Replies (1)

I am using obi rope 6 with surface collisions enabled

The problem can be seen here: https://vimeo.com/519081969

I have increased resolution as stated at the end of this post http://obi.virtualmethodstudio.com/tutor...sions.html in order to avoid jittering.

What am i missing ? I do not think that  it is related to barrel colliders  because even when I move the rope out of the barrel and it falls down , there a slight jittering in a part of the rope.

Print this item

  How can I change obi soft body on unity 2020.1.17f1
Posted by: shiki1234 - 03-03-2021, 12:16 PM - Forum: Obi Softbody - Replies (2)


I change obi solver but the ball become so rough,how can I change it and make ball more smooth

Print this item