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  Actors not receiving friction from moving Obi Colliders
Posted by: NathanBrower - 18-01-2021, 06:01 PM - Forum: Obi Softbody - Replies (3)

Hello Virtual Method Community!

I have been enjoying the Softbody asset for a while now, but recently I have encountered an unexpected behavior that I am hoping is not a limitation with the asset's capabilities. As the title suggests, softbody actors placed onto a moving Obi Collider do not move along with it. Both participants have been tested with different combinations of physics materials with varying degrees of friction (and even stickiness). 

Any ideas?  Sonrisa

[Image: SoftbodyNonFriction.gif]

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Estrella How to make a phone wire
Posted by: aliakbarm - 18-01-2021, 08:27 AM - Forum: Obi Rope - Replies (7)

I have no idea how to make a phone wire. I found a SpringRod scene and I hope I can make use of it but I really have no idea to make what I wanted. To be clear I want to make wire like this [Image: depositphotos_5325441-stock-photo-phone-wire.jpg]
I want to increase the length and physics behavior just like a phone wire. I would be crazy to place the points to make spiral shape for a very long wire.
Any help will be appreciated. Thanks!

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  Add pockets to a Poncho
Posted by: diegoaguirreh - 16-01-2021, 06:04 PM - Forum: Obi Cloth - Replies (1)

Hi! I'm trying to do something that I don't know if its possible. 

The things its I have a cloth with pockets (High Poly). I made a low poly version of the high poly but when I try to bind the Low poly with the high poly using the triangle skinmap nothing happens. 

Perhaps someone can help me!! PLEASE!!!



Attached Files Thumbnail(s)
   
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  Build shader error
Posted by: TheFlyHawk - 16-01-2021, 09:45 AM - Forum: Obi Rope - Replies (7)

unity 2020.2.1f1
webgl
   
   

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  ArgumentNullException: Value cannot be null. Parameter name: key
Posted by: diegoaguirreh - 16-01-2021, 02:56 AM - Forum: Obi Cloth - Replies (2)

Hello everyone! 

Hope you have a great weekend. LongStory-Short Story im getting this error 

"ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <9577ac7a62ef43179789031239ba8798>:0)
Obi.ObiTriangleMeshContainer.GetOrCreateTriangleMesh (UnityEngine.Mesh source) (at Assets/Obi/Scripts/Common/Collisions/ObiTriangleMeshContainer.cs:78)
Obi.ObiColliderWorld.GetOrCreateTriangleMesh (UnityEngine.Mesh mesh) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:229)
Obi.ObiMeshShapeTracker.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:38)
Obi.ObiColliderBase.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:189)
Obi.ObiColliderWorld.UpdateWorld () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:362)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:40)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)"


I'm using Unity 2020.2 and I everything was fine until I updated to the new Obi cloth.

Please HELP! I'm going to lost my job if I don't figure this out soon.

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Exclamación Rope Jumps attachment when old attachment is destroyed.
Posted by: Coreyjdidxon - 14-01-2021, 04:40 PM - Forum: Obi Rope - Replies (1)

Hello!

In our game we have puzzles using prefabs. When a player completes a puzzle it will randomly spawn a new one to replace it. There are 4 puzzles active at once.

Each rope puzzle has 4 ropes, phased correctly per pair so they can collide with each other.

Sometimes while testing, if i got 2 rope puzzles next to each other one wouldnt have any ropes, and the other would have double. 

If i spawn two of this rope puzzle one after another and the player completes the older prefab first, the newer ropes will snap to the old attach points. 

Video provided. https://youtu.be/x7vVf-U0tOA

Any idea on how to fix this? 

Thanks.

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  Liquid-to-Liquid Collision
Posted by: gotou - 14-01-2021, 04:31 PM - Forum: Obi Fluid - Replies (3)

I am developing a chemical experiment environment using VR.
My plan is below.
When user mixes liquid A and liquid B, after that, its mixed liquid is displayed as a percentage; 70% or more is "perfect", 40% or more is "successful", and under 39% is "Failed" respectively.
Also, if liquid A is mixed with liquid C, an explosion is happened and "Failed" is displayed.

However, I made, installed and runed the scripts, nothing happened on VR. I think the reason why I cannot get the collision between particles.
However, I am not sure how to modify the script.
If you know the solution. Could you assist me?

Reference: Obi Fluid's sample "Maze", "Obi Manual" http://obi.virtualmethodstudio.com/tutor...rials.html Assets I'm using: SteamVR Plugin, SAColliderBuilder, Obi Fluid Version of Unity: Unity 2019.4

I am looking forward to hearing your answer.

Sincerely yours,


Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using Obi;

[RequireComponent(typeof(ObiEmitter))]
public class Chemicalreaction : MonoBehaviour
{
    [System.Serializable]
    public class ScoreChangeEvent : UnityEvent<int, int> { }

    public List<ParticleCollisionEvent> collisionEvents;

    public ObiSolver solver;
    public ObiEmitter emitterA;
    public ObiEmitter emitterB;
    public ObiEmitter emitterC;
    public ObiCollider finishLine;

    public Text completionLabel;
    public Text mixLabel;
    public Text finishLabel;
    public Text Gameover;

    HashSet<int> finishedParticles = new HashSet<int>();
    HashSet<int> coloredParticles = new HashSet<int>();

    void Start()
    {
        solver.OnParticleCollision += Solver_OnParticleCollision;

        collisionEvents = new List<ParticleCollisionEvent>();
    }

    private void OnDestory()
    {
        solver.OnParticleCollision -= Solver_OnParticleCollision;

    }


    private void Solver_OnParticleCollision(ObiSolver s, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        var world = ObiColliderWorld.GetInstance();
        foreach (Oni.Contact contact in e.contacts)
        {
            ObiSolver.ParticleInActor pa = solver.particleToActor[contact.particle];
            if (contact.distance < 0.01f)
            {
                var col = world.colliderHandles[contact.other].owner;
                if (emitterB.GetComponent<ObiEmitter>() == pa.actor)
                {
                    if (coloredParticles.Add(contact.particle))
                        UpdateScore(finishedParticles.Count, coloredParticles.Count);
                }
                else if (emitterC.GetComponent<ObiEmitter>() == pa.actor)
                {
                    if (coloredParticles.Add(contact.particle))
                        Gameover.text = "Failed";
                }
                else if (finishLine == col)
                {
                    if (finishedParticles.Add(contact.particle))
                        UpdateScore(finishedParticles.Count, coloredParticles.Count);
                }
            }
        }
    }

    public void UpdateScore(int finishedParticles, int coloredParticles)
    {
        int completion = Mathf.CeilToInt(finishedParticles / 600.0f * 100);
        int mix = Mathf.CeilToInt(coloredParticles / 600.0f * 100);

        completionLabel.text = completion + "% Completed";
        mixLabel.text = mix + "% Mixed";

        if (completion > 50)
        {
            if (mix > 70)
            {
                finishLabel.text = "Perfect!";
            }
            else if (mix > 40)
            {
                finishLabel.text = "Successful";
            }
            else
            {
                finishLabel.text = "Failed";
            }
            finishLabel.gameObject.SetActive(true);
        }

    }
}

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  Doesn't work properly in 2019?
Posted by: RandomWaterbird - 14-01-2021, 10:08 AM - Forum: Obi Softbody - Replies (5)

I'm on 2019.17 and this is the default behavior for a fresh project with Obi SoftBody imported:

[Image: c6c56e1cd6aabbb44934d7a6a700e017.gif]

https://gyazo.com/c6c56e1cd6aabbb44934d7a6a700e017

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  Could not find namespace Obi
Posted by: MonaGermany - 13-01-2021, 08:55 AM - Forum: General - Replies (2)

Hello!

I have more than one Project in my Visual Studio Solution. In the first Project I can work with Obi just normally and everything works fine. But in the other Projects I can't use it. I added the references Obi.dll and ObiEditor.dll there per hand and afterwards I don't get Errors in Visual Studio any more. 
The Problem is, that Unity always shows me this Error: 
error CS0246: The type or namespace name 'Obi' could not be found (are you missing a using directive or an assembly reference?)
I really tried out different things to solve this Problem, but nothing worked so far.

Thanks in advance for your help!

Greetings
Mona

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  How to set the length of the rod
Posted by: Mingrui - 13-01-2021, 08:49 AM - Forum: Obi Rope - Replies (5)

I'd like to create a rod whose length is 0.2m. I wonder how to set the initial length of the rod, and I don't need to change it in run time.
Thank you very much.

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