I can't understand his language and in the video he uses a "Obi Particle Dragger" and make a very interesting dragging moving.
I tried to find the 'obi particle dragger' on the official manual and obi API documentation, and its description is quite simple, I even couldn't find some description about how it works.
And I also find that there are many classes like 'Particle Picker', 'Particle Attachment', 'Stitcher' and so on,
Is there any official manual, introduce or tutorials to these classes? They look like quite useful.
As can be seen in the attached picture, the fluid never actually touches the collider's surface. This is the case for even simple box colliders and for mesh colliders (in this case). I have also ensured that the thickness of all colliders is 0 in this case. It would be very helpful if someone could guide me in the right direction here.
Hey there everyone. I wanted to add a glowing effect to my liquid, but finding code to add emission via meta pass to random shaders didnt seem to be working. I dont need any blur lighting effect outside, and I dont need any lighting of nearby surfaces.
I'm hoping you can give me some help as inserting a few similar versions of an emission pass into the ParticleShader.shader has not seemed to work.
In my game we are using physics to throwing an object. This is fairly standard as we are applying force and torque during FixedUpdate. In order to trigger an event we are checking if the rigidbody isSleeping and use that to reset a few conditions. This has been working fine for months until today, when we added an Obi rope to the scene. Once Obi Fixed Update has been added, it seems our the velocity of our rigidbody never seems to hit near 0. It's not clear how or why this is happening.
Any thoughts on why Obi Fixed update would be affecting the physics of other objects in the scene?
Rope is not staying connected to Particle Attachment points. Tried empty objects and outside object with collider. One end is coming from the character's backpack and the other end is connected to something in its hand, as soon as the character moves both ends jump/jitter.
I've encountered a bug in my project, and was able to encounter it again on a new clean projet. I'm using Unity 2019 LTS and Obi Rope 5.6.2
1. I've a prefab, containing two objects dynamically linked by a rope. The solver is inside the prefab (with ObiFixedUpdater)
2. I put 3 instances of this prefab in a simple scene
3. Then, if I delete A, then B, then C, everything is fine...
BUT ! If I delete C first, there is a big bug, and ropes from A go crazy and jump (or the spheres/cubes fly away) ! The attachment is almost broken (there is a big gap between the rope and the sphere)
Could you help me/resolve this bug ?
I can send a zip package is necessary,
Hello, we urchase Obi fluid recently. And after setup it in our project we had seen a huge drop in our performance, even without any fluid or softbody in our scene.
From our profiling we had guess the probleme is the fuild rendering feature added to URP.
It use two times the function FindObjectsOfType wich is very slow (probably because our scene is huge > 20000 objects.)
The result of one of the two calls isn't even used and is just a waste of cpu. Any way to improve that ? Usage of frustum culling maybe ?