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Obi Rope Pin constraint |
Posted by: giuseppe.b - 12-03-2021, 10:57 AM - Forum: Obi Rope
- Replies (1)
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Good morning,
I am using the latest version of Obi and I am having problems to attach object to an Obi Rope. The effect that I want to obtain is that the object hangs from the rope without falling on the floor. I have read the user manual so I used an Obi Particle Attachment with target on the object that I want to link to the Rope and I used the dynamic type.
If I grab the object, the rope will follow it, and I am satisfied with this effect. But when the object is released I'd like the rope to keep the object "suspended in the air", like a true rope would do. Even if I have changed the stretching scale and stretch compliance the rope is still too stretchy and will stretch until the object falls on the floor.
I have also tried to change some parameters in the Obi Solver, such as the iterations of the distance constraint and I also changed the number of substeps in the Obi Fixed Updater in order to add particles to my rope and make it more stiff, but nothing seems to work.
What should I do to keep the length of my rope fixed and make it stiffer as it's necessary to hold the objects without stretching too much?
Thank you for your support,
Giuseppe.
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3 FPS on android |
Posted by: Haleluya - 11-03-2021, 02:30 PM - Forum: Obi Cloth
- Replies (9)
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Unity version - 2019.4.14f1
Platform - Android
Backend - Burst
Blueprint - Cloth sheet(No modify)
There is only 1 cloth in the scene.
I follow the guide that disables job debugger, etc. In editor work fine.
FPS is freezing at 3 on android.
Anyone, please help. I really need to archive the project. Thank you.
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Only render ropes |
Posted by: Jesse - 11-03-2021, 09:30 AM - Forum: Obi Rope
- Replies (11)
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Hi Jose,
I'm experimenting with ropes that simulate on the server and render on the client. Is it possible to disable simulation and only enable rendering?
Jesse
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Problem detecting collisions between two softbodies |
Posted by: the-lander - 10-03-2021, 09:54 PM - Forum: Obi Softbody
- Replies (5)
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Hello.
I have a problem detecting when two softbodies collide. Here's the code I use and the video of the result: https://drive.google.com/file/bla-bla-bla
Code: void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
player_is_grounded = false;
var world = ObiColliderWorld.GetInstance();
foreach (var contact in e.contacts)
{
// this one is an actual collision:
if (contact.distance < 0.01)
{
var pa = solver.particleToActor[contact.bodyA];
var po = solver.particleToActor[contact.bodyB];
if (pa.actor.gameObject != po.actor.gameObject)
{
Debug.Log(pa.actor.gameObject.name + " + " + po.actor.gameObject.name);
}
}
}
}
For some reason when the blue sheep hits the ground it starts sending message that it's colliding with the player, who's still in midair falling few units away. How there's a collision between these two objects if they're apart?
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Obi Cloth glitching in HDRP build |
Posted by: Azraael - 10-03-2021, 11:40 AM - Forum: Obi Cloth
- Replies (6)
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I'm currently working with the obi cloth package in unity 2020.2.3f1 (HDRP) and in the editor everything works perfecly fine. But when I build the project the cloth in the build is super buggy and jittering all over the place and glitching in the air. I'm not sure if it's because I'm using the hdrp or if it's something something else?
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