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  I want to modify ObiTearableCloth.cs and access scripts from other folders.
Posted by: k2xh0115 - 12-01-2021, 07:51 AM - Forum: Obi Cloth - Replies (1)

It is possible to create a new c# script in the same folder on ObiTearableCloth.cs to access the class. But I can't access it from the other folder I made.
I want to modify ObiTearableCloth.cs and access c# script's class in my newly created folder.
What should I do?

Thank you for answering my question last time. you're the best! Gran sonrisa

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Dedo arriba [Solved] Initialize help
Posted by: Samadhi - 08-01-2021, 11:11 PM - Forum: General - Replies (2)

Hello everyone.

I just downloaded this asset, specifically the fluids version, and started playing around with the sample scenes to get a hang of it. Now I started to use it in a new project and it seems I have problems to make it work.

In my scene I have an ObiFixedUpdater, an ObiSolver, an ObiEmitter as a child of said ObiSolver, and a blueprint attached to said ObiEmitter; so I should have everything needed to make it run.

I checked through code and it seems the solver does have the emitter in its list of actors. I also checked the "isEmitting" property of the emitter but it always returns false. I tried running the "EmitParticle" method but it returns false.

What I have noticed, though, is in the solver, it has an information box saying: "Used particles: 0". I believe the problem might be here as I checked the sample scenes and in all of the ones I checked, their solver had a number there (above the thousand). But I don't know how to create the pool of particles. Even in the sample scenes, when I try to create another solver, the new solver still remains in 0.

Any help would be appreciated. Thanks.

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  Compatible with Oculus Quest?
Posted by: taylorjames9 - 08-01-2021, 10:10 PM - Forum: Obi Fluid - Replies (13)

Are there any instructions or tips for setting up Obi Fluid so that it will show in Oculus Quest? We have been able to successfully verify that Obi Cloth and Obi Softbody work in Quest, but we have not been able to verify that Obi Fluid is visible in headset. We have downloaded and installed the Burst package and jobs system. I have put the Obi Fluid Renderer script on all cameras rendering VR. I see a tip in Frequently asked Questions that says that we need a "different camera for each eye", but I'm not sure how that's different from the two cameras that are set up in the OVR (Oculus) camera rig prefab. 

Are there any tips or instructions for getting this to work on Quest 1 or Quest 2? Any success stories? We have also set the Project Settings->Oculus -> Stereo Rendering Mode to Multipass. We certainly look forward to using this package. Thank you in advance for any help and advice.

Best, 
-James

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Corazón how to change the fluid into Granular in game?
Posted by: ElaBosak - 08-01-2021, 11:47 AM - Forum: Obi Fluid - Replies (2)

I want to change the obi fluid to the Granular when some triggers are matched(to simulate the situation when the water meet lava), but every time when it happens, unity will crash. I wanna know how to solve this problem, or a better way to change a fluid particle to the granular.
Really thank you guys  Sonrisa Sonrisa Sonrisa Corazón

Here is my code about this change:

void LateUpdate()
{
if (!isActiveAndEnabled)
return;

for (int i = 0; i < solver.particleToActor.Length; ++i)
{
if (solver.particleToActor[i] != null)
{
if (solver.userData[i].x < 1f && solver.userData[i].x > 0.1f)
{
KillParticle(i);
}
}
}

}

private void KillParticle(int index)
{
ObiEmitter emitter = solver.particleToActor[index].actor as ObiEmitter;
emitter.GetComponent<ObiParticleRenderer>().render = true;
emitter.EmitterMaterial = new ObiEmitterMaterialGranular();
}

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  I want to make it so that I can grab the torn stiff cloth without any problem.
Posted by: k2xh0115 - 08-01-2021, 09:32 AM - Forum: Obi Cloth - Replies (2)

Hi. I am using obi-cloth now. Thank you for making a good eset.
But I want to make the function I want, but it doesn't work. I'd like to ask you a few questions.
What I want is simply that I can grab the stiff cloth myself and want to tear it if I pull it with constant force.


Exclamación  First,
I want to make the fabric quite stiff. Now, I've adjusted the band, distance, and gravity values in Obi Solver's Constraints to some extent.
But it's moving like a cloth. The value I set is as below.

Obi Solver->
Damping 0.99

Obi Solver Constraints ->
Distance - Evaluation : Sequential, Iterations : 20, Relaxation : 1.
Bending - Evaluation : Parallel, Iterations : 15, Relaxation : 1
Collision - Evaluation : Parallel, iterations : 20, Relaxation : 1


Everything else is disabled.

Obi Tearable Cloth is the same as the default setting. I wonder how I can make it more stiff.

Exclamación  second,
I want to simplify the fabric's drooping. If I pull with a certain force, I want to tear it apart.
I made it using CollisionEventHandler of Collision callbacks, and ObiContactGrabber for this.

Obi Tearable Cloth setting->
Tear Compliance : 5000
Tear rate : 1
Tear debilitation : 0


It's easy to get caught, but... I think it's so easy to tear the fabric because I focused on one unit of fabric.
Can you tell me how to correct it?

Exclamación third.

Too much cloth makes too much crumbs. I want to know how to tear it in that direction if there is a tear side.
Please give me a good answer. Thank you!

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  Multiple ropes combined
Posted by: salonso - 07-01-2021, 10:41 AM - Forum: Obi Rope - Replies (1)

Hi!

I would like to make a big rope with multiples small ones all together. The idea behind this is to have different colours/sections to detect certain things + a sphere dragger for instance. I have tried playing with 1 rope and it does the work but how can I add multiple ones? is there any example? I cannot find it.

Thanks in advance.

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  Obi Rod Blueprint in Script
Posted by: MonaGermany - 07-01-2021, 09:18 AM - Forum: Obi Rope - Replies (10)

Hello!

I want to add the Obi Rod Blueprint to the Obi Rod in a Script, is this even possible?
The reason is, that I manipulate the Control Points in the Blueprint, depending on which case I have.
And when I add the Blueprint first to the Rod, then the manipulation of the Control Points in the general Obi Rod Blueprint Script has no effect anymore…

Or is there a way to change the Control Points in Script afterwards?

Thank you in advance for your help!

Greetings
Mona

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  Older Unity Version
Posted by: dalkia - 06-01-2021, 05:33 PM - Forum: Obi Rope - Replies (1)

Hello!

Is it possible to download Obi Rope for Unity 2019.2? I have a project in that Unity version and cant change it, unfortunately.

Thanks!

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Triste Tear, Pin, Cut, Fold and Mark
Posted by: Valerize - 06-01-2021, 11:35 AM - Forum: Obi Cloth - Replies (12)

Hi, 

I am new to Unity and Obi and am currently trying to build several cloth interaction scenes. Such as: Tear, Pin, Cut, Fold and Mark. Pin I have figured out, but I am really having trouble with Cut, Fold and Tear. I am not sure how to implement the code in the threads into my scene...

I have had a look inside the other thread but I have not been able to accomplish this.


Could someone help?

Best,
Valerie

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  Get Particle Position
Posted by: Visitor245262 - 05-01-2021, 07:24 PM - Forum: Obi Cloth - Replies (6)

Im using an older version of Obi cloth, 3.4. When I use GetParticlePosition() it only will return the correct position when the cloth object is selected. Is there a way to make sure the position is up to date when the function is called or something I overlooked. I've tried it with a new default cloth setup to ensure my apps cloth wasnt bugged.

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