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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
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Force Zone apply differen...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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20-06-2025, 08:09 AM
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Obi 7 Model Scaling
Forum: Obi Cloth
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Obi Softbody instability?
Forum: Obi Softbody
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Possible memory leak? |
Posted by: LogaNRV - 24-03-2021, 03:11 AM - Forum: Obi Cloth
- Replies (14)
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Hi
I recently found that a memory leak in my scene stops if I disable the Obi solver.
I intend to try to reproduce this in a new smaller scene later, to do a better report, but for now I would like your opinion about this.
I'm using the last Obi version, in the last Unity 2019.4.22, and Windows 7 (64 bit).
My scene has 3 Obi clothes, each near an Obi Spherical Force (to simulate wind), and also around 20 gameobjects with Obi colliders and Obi rigidbodies (all of them Non Kinematic to particles).
I also have the Obi rope an Obi softbody assets in the project, but haven't added any of those elements yet.
The solver is configured like this:
The Obi force is like this: (if I disable the gameobjects with these forces the leak still happens, so I don't think they are related)
The leak happens in the editor and in PC builds, and you could say that it "eats" 1GB of ram in something like 200 seconds, so the application ends crashing after some time.
Other problem that I have seen, that I don't know if is related to the leak, is that if I have the solver enabled, but disable the 3 Obi clothes (that are children of the Obi solver object), then I start getting errors like these:
This is for some of the objects that have Obi colliders and Obi rigidbodies.
If you have an Obi solver maybe you need to have at least some Obi particles in the scene?
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IndexOutOfRangeException: Index 11 is out of range of '11' Length. |
Posted by: Haleluya - 23-03-2021, 10:25 AM - Forum: Obi Rope
- Replies (3)
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Hi there,
I got some errors on the obi rope. How do I fix this?
Thank you.
IndexOutOfRangeException: Index 11 is out of range of '11' Length.
Unity.Collections.NativeArray`1[T].FailOutOfRangeError (System.Int32 index) (at <42a5878ce129403083acccf18e43363f>:0)
Unity.Collections.NativeArray`1[T].CheckElementReadAccess (System.Int32 index) (at <42a5878ce129403083acccf18e43363f>:0)
Unity.Collections.NativeArray`1[T].get_Item (System.Int32 index) (at <42a5878ce129403083acccf18e43363f>:0)
Obi.BurstColliderWorld+GenerateContactsJob.Execute (System.Int32 i) (at Assets/Third Party/Obi/Scripts/Common/Backends/Burst/Collisions/BurstColliderWorld.cs:335)
Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[T].Execute (T& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at <42a5878ce129403083acccf18e43363f>:0)
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Bug in rope blueprint editing |
Posted by: mike c - 22-03-2021, 02:16 PM - Forum: Obi Rope
- Replies (4)
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When modifying blueprints I am seeing many sub assets created (these do not correspond to points in I'm editing). While editing I'm also experiencing very long waits as the assets are processed, presumably as it created dozens of those particle group sub objects.
Really killin' my vibe at the moment.
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It's just a phase, mom! |
Posted by: the-lander - 21-03-2021, 02:44 PM - Forum: Obi Softbody
- Replies (6)
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Hello!
I have two questions about phases.
1. Is there a way to get a phase of an ObiActor? I know I can set one via SetPhase() and I think I can get a phase of a ObiCollider, but what about softbodies?
2. Can I adjust phases like physics collision layers in Unity? Here's why do I need this:
- I need my softbody player to roll through the level, so I apply torque.
- I need the player to push other similar sized softbody opponents like they're nothing, like a golf ball pushes table tennis balls. But as I apply torque, instead of pushing, player climbs over them. Setting all frictions to zero doesn't help. Reducing opponents masses makes things worse.
- So I've attached a sphere with ObiCollider to my player.transform as a child and got it player's phase. Now the sphere does the pushing, but I need to prevent player from interacting with the opponents. But I need opponents to be able to interact with each other.
Thank you )
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Ropes are really wiggly and stretched out |
Posted by: daniaalazmat - 21-03-2021, 12:30 PM - Forum: Obi Rope
- Replies (3)
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Hi,
I am using ObiRopes in my project and I really loved the asset in action (In the sample scenes I mean), but I tried to implement it in my scene but I am kind of struggling with making it work realistically as possible but I was not able to make it work realistic enough
Thanks,
Daniaal
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Can Obi simulate a solid/liquid system and emulate discrete objects |
Posted by: krooq - 21-03-2021, 06:23 AM - Forum: Obi Fluid
- Replies (3)
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Hi,
I'm investigating Obi Fluid as a way to create a solid/liquid system in my game. Think melting a metal ingot and then having it re-solidify, possibly into multiple different pieces.
The property diffusion example in this video is pretty close to the effect I'm after (at 0:50s).
It seems like Obi can do the melting part easily, I'm just not sure about the re-solidification part.
Do you have any ideas on how one can use Obi can do this?
More specifically, I'm wondering if this kind of "permanent" fluid type system is supported by Obi e.g. like still water in a cup with "no particle lifetime" or a way to make it seem like there is no particle lifetime?
Most videos focus on streams of fluids rather than still bodies.
I'm after an effect where the player can smelt some discrete units of ore (e.g. 10 sphere rigid bodies) and they turn into a blobby melted mass which can be aggregated into one object (1 mesh with 10 times the volume of a single ore unit) and vice versa.
How can Obi emulate discrete objects in this way, i.e. preserving a physical quantity?
(sorry for the word vomit)
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