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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)

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)

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


  1. 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)
  2. 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
  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
  1.  

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  Folded Cloth
Posted by: vrtraining - 23-08-2024, 07:37 AM - Forum: Obi Cloth - Replies (3)

I'm trying to create a folded cloth and then unfold it with two corner points. I have mesh below with control points highlighted.

[Image: Screenshot-2024-08-23-at-11-27-30-AM.png]

[Image: Screenshot-2024-08-23-at-11-27-39-AM.png]

Now I have created two control groups, and did static attachment with objects. Now I move both attachments in opposite direction to unfold the cloth but it doesn't work properly. It stretches the the same small folded patch like below

[Image: Screenshot-2024-08-23-at-11-35-54-AM.png]

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  Scale Issue
Posted by: vrtraining - 22-08-2024, 09:09 AM - Forum: Obi Cloth - Replies (3)

Hi, I'm a bit new to Obi Cloth (I'm using Obi Rope since long time so I'm familiar with basic Obi components).

I'm facing a problem of scale. If Game Object which Obi Cloth is attached is scaled down to 0.5,0.5,0.5 then it creates a problem in simulation.

At scale 1,1,1 in Unity Transform I get correct simulation when it falls down like image below
[Image: A.png]


At scale 0.5,0.5,0.5 in Unity Transform I get this strange incorrect simulation when it falls down like image below
[Image: B.png]


I tried changing the scale in BluePrint but It doesn't effect, the object is occupies same amount of space.

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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)

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)

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)

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:

  1. Whenever I select something in the Scene, Hierarchy, or Project, it triggers movement of the object hanging on the rope.
  2. 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)

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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  How to cure blur
Posted by: bobooo - 15-08-2024, 06:00 AM - Forum: Obi Softbody - Replies (2)

   
When I play the sample scene in HDRP, the object becomes blurry,
How can I resolve the blur?

Obi version is 7.0.1

Unity version is 2022.3.22f1.

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  Roadmap for Unity Physics package
Posted by: VirtualCucumber - 15-08-2024, 04:51 AM - Forum: Obi Rope - Replies (1)

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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