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Possible Bug in ObiRopeCursor Class Leading to Infinite Rope Length |
Posted by: Destro26 - 25-08-2024, 01:42 PM - Forum: Obi Rope
- Replies (2)
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Hi. I've recently upgraded to Obi 7 and believe I've encountered a bug in the "ObiRopeCursor" class. Specifically, I'm able to increase the length of a rope indefinitely.
The issue arises when the maximum number of particles is reached. As the rope's length continues to increase, additional length is added to "m_CursorElement.restLength", but there appears to be no limit in place. This causes a section of the rope to appear as a straight line, which doesn't seem intended.
To confirm, I replicated this issue in the Crane example scene within a fresh Unity project with Obi 7 installed.
I found a potential solution by modifying the code on line 208 in the Rope_OnSimulate method:
Original Code (Line 208):
Code: // Line 208
if (lengthChange > 0)
m_CursorElement.restLength += lengthChange;
Proposed Solution:
Code: if (lengthChange > 0 && m_CursorElement.restLength < rope.ropeBlueprint.interParticleDistance)
{
m_CursorElement.restLength = Mathf.Min(m_CursorElement.restLength + lengthChange, rope.ropeBlueprint.interParticleDistance)
}
This change ensures that the 'restLength' does not exceed the 'interParticleDistance', preventing the unintended straight-line section of the rope.
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How to Controll Rope Elements/segmrents and have better collision |
Posted by: Barax94 - 25-08-2024, 02:14 AM - Forum: Obi Rope
- Replies (3)
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What im trying to do with OBI Rope is a simple weaving mechanics. In which i have rows of cylinders and then I use the rope in this case the wefts to move across and wrap around thos columns back and forth:
Notes
Im using OBI-Rope Version 7
Im using the Cursor to add new segements/Particles at the end of the rope
Main Issuses
- When I hit the down or up arrows using rigidbody force to move the rope 1 unit along a clyinder,, the whole rope is affected, But what i want is on ly for the last one or last to segments to be affected by this force and all the previous one should stay where they at. ( Shown at the end of the attched video)
- When the rope is moving faster the collision breaks and rope goes through the columns/warps. but if I move it slower it seems to act good which brings us to issue #3
- Im building on top of the Wrap-The-Rope Sample scene, which by default has a tension. I can stop this tension by making the start attchment as Static by then i lose the colliding
My questions are- How to control specific segemnts as to freeze their position once created and only move the last n-ones
- How to have collison not be broken no matter how fast or streched is the rope
- How to stop/ disable the tension without the comprimising the dyniamic bhaviour of the attched ends
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Chain Renderer with Burst can not use Point Light |
Posted by: asimofu_ok - 22-08-2024, 08:11 AM - Forum: Obi Rope
- Replies (6)
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I updated to Obi 7 and Chain Renderer no longer accepts forward_add passes for Point Light, Spot Light, etc.
The render is built-in and the Solver is Burst.
There seems to be a problem with Graphics.RenderMeshInstanced() used in BurstChainRopeRenderSystem.cs but I don't know what to do.
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Demo Scene - Snake - Navmesh |
Posted by: devmert - 20-08-2024, 08:27 PM - Forum: Obi Rope
- Replies (3)
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Hello,
The controls of the snake in your Snake demo are good but I want to move it only on the ground using the point&click logic mechanics using the navmesh agent.
How can I do it?
Thanks
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Selecting Objects in Hierarchy Triggers Unintentional Physics |
Posted by: PRodi - 19-08-2024, 11:52 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I’m using Obi Rope Version 7.0.1 with Unity 2022.3.42f1, and my project is built with URP. I’m trying to create a lamp with a cable in VR that is attached to the ceiling. I based it on the "Chains" scene but encountered some issues:
- Whenever I select something in the Scene, Hierarchy, or Project, it triggers movement of the object hanging on the rope.
- When the object is hanging on the rope, it randomly jumps after standing still for some time, and this behavior repeats constantly.
I've attached a video demonstrating the issue:
https://www.youtube.com/watch?v=CNmVGeAQKo8
Additional Question: Is there a more efficient or performant method for creating hanging lamps with cables compared to using the "Chains" scene as a base?
Any assistance would be greatly appreciated.
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Obi Rope Prefab Pluger not working |
Posted by: PRodi - 19-08-2024, 04:05 AM - Forum: Obi Rope
- Replies (2)
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Hi,
I’m using Unity 2022.3.42f1, and my project is built with URP. After freshly downloading and installing Obi Rope into my project, I encountered some errors/bugs:
In your "ElectricalWires" scene, when I copy the Obi Solver in the Hierarchy or create a new prefab from the Obi Solver and try to use it in the same scene, I encounter the following errors after pressing the play button:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRopePrefabPlugger.OnEnable () (at Assets/Obi/Scripts/RopeAndRod/Utils/ObiRopePrefabPlugger.cs:27)
(The same issue occurs if I try to duplicate any of the Obi Ropes multiple times in the scene hierarchy. Some instances work fine, and I can see sparks after tearing apart cables, but others generate these errors.)
I would like to use this as a prefab in my other game levels.
Can you please assist me in resolving this error?
Thank you for your help.
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Roadmap for Unity Physics package |
Posted by: VirtualCucumber - 15-08-2024, 04:51 AM - Forum: Obi Rope
- Replies (1)
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Hi,
is there a plan to integrate Obi with Unity Physics package that uses DOTS? And if so, when could we see it released?
I will be using the new Unity Physics package instead of the standard physics engine due to my networking requirements for server-authoritative physics and I would love to utilize Obi as the ropes.
Thanks.
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