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Fluid are always Opaque
Forum: Obi Fluid
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does not render correctly...
Forum: Obi Fluid
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Yesterday, 12:52 PM
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Foam Rendering suggestion...
Forum: Obi Fluid
Last Post: josemendez
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Cloth grab with skinned m...
Forum: Obi Cloth
Last Post: josemendez
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Extend Rope on Stretch
Forum: Obi Rope
Last Post: josemendez
30-10-2024, 08:53 AM
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Garment explodes on Andro...
Forum: Obi Cloth
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28-10-2024, 11:14 AM
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Can I attach particeattac...
Forum: Obi Cloth
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28-10-2024, 03:43 AM
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Can;t get scaling and beh...
Forum: Obi Fluid
Last Post: josemendez
23-10-2024, 09:58 AM
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keep distance between two...
Forum: Obi Cloth
Last Post: josemendez
23-10-2024, 09:46 AM
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Android rendering doesnt'...
Forum: Obi Fluid
Last Post: Rearden
21-10-2024, 11:03 PM
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How to change gravity in script during runtime? |
Posted by: Lazerpants - 23-01-2021, 11:47 PM - Forum: Obi Fluid
- Replies (4)
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I've just gotten Obi Fluid, and after a lot of experimenting and tinkering, managed to get it to work reasonably well in a Unity project I'm working on. Really cool! However, I would like to/need to be able to change the X and Y gravity Obi Solver settings in script during runtime, but don't see how this is done. I've been looking at the API docs and haven't found what I would need in order to accomplish this. I'm using Unity 2020 and C#.
Any help is appreciated!
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Reduce rope movement? |
Posted by: Xanduffy - 22-01-2021, 08:22 PM - Forum: Obi Rope
- Replies (6)
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Hi, I'm currently working on incorporating obi rope into a VR project, and I'm having some difficulty getting the rope to behave realistically/reasonably in response to being thrown or moved as it tends to bounce and swing wildly for far too long. I've tried adjusting the stretching scale and compliance(best results seem to be ~0.7 scale with 0 compliance) however reducing the scale too much presents other issues. Is there a straightforward way to somehow dampen the rebound response so that the rope settles quicker, rather than bouncing for well over a minute?
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destroy/disable Obi fluid particles |
Posted by: sadiq - 21-01-2021, 01:27 PM - Forum: Obi Fluid
- Replies (1)
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I'm using Obi fluid for mobile devices and optimization is a major step for them. I need to destroy or disable the particles so that only visible particles are loaded and there aren't any performance issues.
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Doesn't work with Skinned Meshes |
Posted by: Decrepit - 21-01-2021, 05:36 AM - Forum: Obi Softbody
- Replies (1)
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I don't even know where to begin. I try working through the documentation and the examples and end up with error after error in Unity 2020.2.1f1. The documentation is so scattershot that I can't even guess where (or if) I'm diverging from the correct procedure for adding a softbody effect to a skinned mesh.
I eventually made it all the way to the end of the example page, hit play, no softbody effects, constant null reference error messages.
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color from viscosity causes fatal error |
Posted by: sterlingcrispin - 21-01-2021, 05:26 AM - Forum: Obi Fluid
- Replies (1)
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Hey small bug report:
if ColorFromViscosity is added to an emitter and ViscositySurfTensionToUserData is not present there are some strange explosions of value, the scripts seem to rely on one another the way they are written right now
A simple fix might be to RequireComponent in the color script , or at least throw a warning/error in the editor log explaining to new users that if you add the color script, you probably also want the script that populates those values
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I want to create an event when clothes touch a particular object. |
Posted by: k2xh0115 - 21-01-2021, 03:40 AM - Forum: Obi Cloth
- Replies (2)
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I tried using http://obi.virtualmethodstudio.com/tutor...sions.html, but I wanted to find an easier way.
So, I'm trying to contact using obicontacteventdispatcher.
(Enter/Stay/Exit) works satisfactorily and satisfactorily.
But what I want is to operate it when a particular collider touches it.
For example, typically in Unity,
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "testModel")
{
//func();
}
}
In this way, only objects named "testModel" can be contacted, but I tried many things using obicontacteventdispatcher, but I couldn't. Could you tell me how to contact only certain objects?
Thank you for your quick response.
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SimpleFluid doesn't render on iOS (OpenGL 3.0) |
Posted by: Hanyi - 19-01-2021, 10:01 PM - Forum: Obi Fluid
- Replies (2)
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Hello,
I’m unable to get obi simple fluid scene to work on iOS with OpenGL 3.0, the scene runs but the fluid can’t be seen. The same scene runs fine on iOS with metal and android with OpenGL 3.0. Any idea how to get it to work?
Versions used:
Unity version: 2019.4.12f1
MacOS Catalina
Xcode 12
Iphone 7
IOS 14
Error Message:
2021-01-20 03:37:49.510663+0800 TestObi[849:218514] Built from '2019.4/staging' branch, Version '2019.4.12f1 (225e826a680e)', Build type 'Release', Scripting Backend 'il2cpp'
-> applicationDidFinishLaunching()
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Renderer: Apple A10 GPU
Vendor: Apple Inc.
Version: OpenGL ES 3.0 Metal - 68.8
GLES: 3
GL_OES_standard_derivatives GL_KHR_texture_compression_astc_ldr GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_texture_filter_anisotropic GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level <OpenGL ES 3.0> ; Context handle -2082795264
OPENGL LOG: OpenGLES3 is deprecated on this platform
Initialize engine version: 2019.4.12f1 (225e826a680e)
2021-01-20 03:37:49.951373+0800 TestObi[849:218514] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x1035319f0>.
UnloadTime: 4.009625 ms
Setting up 1 worker threads for Enlighten.
Thread -> id: 16e1c3000 -> priority: 1
Obi Fluid Renderer not supported in this platform.
Obi.ObiFluidRenderer:Setup()
Obi.ObiBaseFluidRenderer:OnPreRender()
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
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Dynamic Batching with Chain |
Posted by: chrisemc - 19-01-2021, 05:03 PM - Forum: Obi Rope
- Replies (1)
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Hiya,
We are trying to use Obi Rope with a Quest 2.
Right now we are using the chain renderer and wanted to know if its possible to use dynamic batches with the chain links.
We have a length of chain attached to an anchor with links being added as it sinks.
Problem being that each link gets treated as one batch and we quickly run into performance issues, even though from my understanding the chain links meet the requirements to be batched together (same model, material, and under the required vertex limit).
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