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  The name 'UnsafeUtilityEx' does not exist in the current context
Posted by: SmartEx - 18-09-2020, 07:17 PM - Forum: Obi Fluid - Replies (1)

I Upgrade V 5.6 ,then Found Error in Unity 2019.4.10f

Assets\Obi\Scripts\Common\DataStructures\NativeList\ObiNativeList.cs(360,65): error CS0103: The name 'UnsafeUtilityEx' does not exist in the current context

Help Me Please!

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Exclamación Downgrade to 5.1 and Rope Particle attachment not work
Posted by: okculo - 18-09-2020, 05:36 PM - Forum: Obi Rope - Replies (8)

Hello, I have working on a project where a rope attached to 2 different dynamic object. I build project at 5.5 but due to ios problems i downgrade it to 5.1 . Now Exacly same code ı used to attach object sometimes works sometimes not. Any help? 


private IEnumerator startingRope()
    {
        rope.GetComponent<MeshRenderer>().enabled = true;

        blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
        blueprint.resolution = 0.5f;
        blueprint.path.Clear();
        blueprint.path.AddControlPoint(currentBasePoint.transform.position, -Vector3.one, Vector3.one, Vector3.one, 2f, 0.1f, 1, 1, Color.red, "start");
        blueprint.path.AddControlPoint(topPoint.transform.position, -Vector3.one, Vector3.one, Vector3.one, 2f, 0.1f, 1, 1, Color.white, "end");
      // blueprint.path.FlushEvents();

        yield return blueprint.Generate();
       
        rope.ropeBlueprint = blueprint;
        ObiParticleAttachment[] attacher;
        attacher = rope.GetComponents<ObiParticleAttachment>();
        attacher[0].target = currentBasePoint.gameObject.transform;
        attacher[0].particleGroup = blueprint.groups[0];
        attacher[1].target = topPoint.gameObject.transform;
        attacher[1].particleGroup = blueprint.groups[1];



    }




rope sometimes fall to ground sometimes only start work sometimes both work. Couldnt solve the problem here. Unity 2019.3.7f1

My objects have collider and obi collider
   
   
   
falls toward void
   

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  obi Cloth Version 5.6 error
Posted by: onur89 - 18-09-2020, 02:40 PM - Forum: Obi Cloth - Replies (3)

I updated latest Obi Cloth on asset store and import it into a blank project. There is several the same error in the console.

[Image: Screen-Shot-2020-09-18-at-16-37-19.png]

[Image: Screen-Shot-2020-09-18-at-16-37-33.png]

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Información Obi 5.6 is out
Posted by: josemendez - 18-09-2020, 01:16 PM - Forum: Announcements - No Replies

Hi there,

Obi 5.6 has been released on the store. Here's the change list:

Quote:## [5.6]

### Added
- Faster SDF generation.
- New sample scenes.
- Particle blending mode for fluid renderer.

### Fixed
- 'Undefined identifier sampler2D_half/float' in fluid renderer shaders in URP under D3D11.
- Bug that causes out of bounds access when dinamically adding/removing colliders at runtime.
- Bug that caused dead particles to be considered for collision detection under some cirumstances.
- Different behavior of skin constraint compliance for Burst and Oni backends. Now both behave like the Burst backend did in 5.5.
- Bug that prevented stitch constraints from working first time they were enabled.
- Offset in particle selection brush on high density screens.

### Changed
- Constraint batches of multiple actors are now merged together. This greatly reduces the amount of dispatched jobs and improves performance on both backends.
- Colliders no longer have a "use distance fields" boolean value, they will always use the SDF as long as they have one.

Most changes are fixes for bugs introduced in 5.5 with the Burst backend, as well as performance improvements in some areas. There's one important change when it comes to constraints though:

Quote:- Constraint batches of multiple actors are now merged together. This greatly reduces the amount of dispatched jobs and improves performance on both backends.

Batches from different actors are now merged together for more efficient multithreading (specially in the Burst backend). This affects the way constraint scripting works, so if you have custom constraint code you'll need to update it. See:
http://obi.virtualmethodstudio.com/tutor...aints.html

Good news is that thanks to this change the performance gap between the Burst backend and the Oni backend has been greatly reduced, Burst now even outperforms Oni in some cases.

We've also updated the API documentation, giving more love to central components/classes such as ObiActor, ObiSolver, etc:
http://obi.virtualmethodstudio.com/api.html

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Bug Is this a bug?
Posted by: StudioTatsu - 18-09-2020, 12:23 AM - Forum: Obi Softbody - Replies (3)

New Project. Clean install. No changes.

Maybe I need to tweak the settings, to prevent this.

What is happening?



Note: I tried it multiple times, and the same thing happens.

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  Use of vector4 to translate particles?
Posted by: emz06 - 17-09-2020, 11:37 AM - Forum: Obi Fluid - Replies (1)

Hi there,

I replied again to the thread about translation of particles but you may have not seen it pop up.

I'm trying to use the vector4 structure to move particles as your code suggested, but I'm not sure how to use it.

Please see my code below. Note: the platform is moved by IK, so the movement happens at the end of the frame. 
What did I do wrong there? 


public IEnumerator ParticlesFollowPlatform_IE()
    {
        float duration = 3;
        float i = 0;

        Vector3 translation = platform.position - platformLastPosition;
        platformLastPosition = platform.position;

        while (i < duration)
        {
            yield return new WaitForEndOfFrame();

            i += Time.deltaTime;

            Vector3 translation = platform.position - platformLastPosition;
            platformLastPosition = platform.position;

            for (int x = 0; x < myActor.solverIndices.Length; x++)
            {
                int solverIndex = myActor.solverIndices[x];

                myActor.solver.positions[solverIndex] += new Vector4 (translation.x, translation.y, translation.z, 0) ;
                myActor.solver.prevPositions[solverIndex] += new Vector4(translation.x, translation.y, translation.z, 0);
            }
        }
   }

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Exclamación Moving a Particle Attachment at runtime problems
Posted by: dasbin - 17-09-2020, 12:40 AM - Forum: Obi Rope - Replies (1)

I'm trying to attach an object at an arbitrary point on a rope (wherever the closest particle is to where it collides with the rope).

Requires a bit of context - For various reason I also want to avoid putting Obi Rigidbodies on everything the rope might interact with, so I have a single invisible Obi Rigidbody that always just stays attached to the rope at some point, and my other game objects attach (via Unity Joints) to that Obi Rigidbody whenever they are going to attach to the rope. That Obi Rigidbody is supposed to move itself around on the rope, at the time of the other object attaching, to the nearest particle.

The workflow is:

- Obi Particle Attachment is pre-configured on the rope, attached to an invisible small Obi Rigidbody (ObiR) in the middle of the rope.
- Some object (ObjA) enters the rope's trigger zone
- I iterate through the rope's particles to get the nearest particle to ObjA.
- I set Obi Particle Attachment's "attached Transform" to null, disconnecting ObiR
- I modify the Particle Attachment's Particle Group List (which only contains a single particle) to contain only that nearest particle I found.
- I manually teleport ObiR to that same particle's position
- I call ObiR.UpdateIfNeeded()
- I also call Physics2D.SyncTransforms() just in case
- I set Obi Particle Attachment's "attached Transform" back to ObiR, re-attaching it at its new position - but it just snaps back to its old position.
- (Then I attach ObjA to ObiR with a Unity joint)

I can see the Particle Group be modified correctly in realtime.

However, where this falls down is that ObiR, which is attached to that Particle Group, does *not* follow that Particle Group position, regardless of whether or not I manually move it there first before letting the simulation continue. ObiR snaps back to its original position and stays that distance away from its new particle, as though its anchor point to the rope has compensated for the changed particle index.

What am I doing wrong, and what I can change to have the desired effect?


Well, now I feel dumb. The problem was here:

- I manually teleport ObiR to that same particle's position

I was using rigidbody.position to do this.
But I guess this waits for the next physics update or something.
Just setting transform.position fixed it.

According to Unity you are not supposed to move rigidbodies this way, but I can't think of what else to do if I want it to move immediately.

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Pregunta How to convert Actor's Particle Index to Solver's Index and vice-versa
Posted by: dasbin - 16-09-2020, 03:48 AM - Forum: General - No Replies

Title says it.

Basically I'm just trying to iterate through all active particles and get their positions.

Actor exposes solverIndices, which I need because the positions are stored in the Solver, but I also need the associated Actor's index of that same particle to check if it's actually active or not, because IsParticleActive runs on the Actor. SolverIndices returns all particles regardless of whether they are actually active or not.

Seems like it should be a simple matter, but I can't find anything exposed in the API to find the actorIndex of a given particle! Seems pretty weird considering how many methods take an actorIndex as a parameter on the actor.

EDIT: Nevermind, the solution is here: http://obi.virtualmethodstudio.com/tutor...icles.html

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Triste Mesh.boneWeights is out of bounds. The supplied array needs to be the same size as th
Posted by: zudva - 15-09-2020, 03:49 PM - Forum: Obi Softbody - Replies (8)

Hello!

I have this error in unity 2019.4.8f1:


Quote:Mesh.boneWeights is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
UnityEngine.MeshConfundidoet_boneWeights(BoneWeight[])
Obi.ObiSoftbodySkinner:AppendBoneWeights() (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:288)
Obi.ObiSoftbodySkinner:CreateBones() (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:83)
Obi.ObiSoftbodySkinner:UpdateBones(ObiActor) (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:137)
Obi.ObiActor:Interpolate() (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1012)
Obi.ObiSoftbody:Interpolate() (at Assets/Obi/Scripts/Softbody/Actors/ObiSoftbody.cs:243)
Obi.ObiSolver:Interpolate(Single, Single) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1512)
Obi.ObiUpdater:Interpolate(Single, Single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:115)
Obi.ObiFixedUpdater:Update() (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:79)



What i must do, for fix it?

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  Fluid Doesn't Show on Oculus Quest Build
Posted by: dodgevision - 15-09-2020, 12:01 AM - Forum: Obi Fluid - Replies (1)

Hi, I was wondering how I get Obi Fluid working for the Quest. It's all working in unity editor, but when I build to the quest there is no fluid anywhere. I tried adding Obi Fluid Renderer to all the cameras, but no luck haha. What am I doing wrong?

Thanks for your help in advance! =)

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