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Can Obi bone works with b...
Forum: Obi Rope
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NullReferenceException Bl...
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IdentifyMovingColliders.E...
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Getting the force acting ...
Forum: Obi Rope
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Obi Rope snake "collision...
Forum: Obi Rope
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Question about garment on...
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(7.0) New particle shader...
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Cloth abnormally twists i...
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(7.0) Compute backend see...
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Problem with softbody and...
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Obi Rope Photon Unity Networking2 |
Posted by: ammannagari - 05-04-2020, 12:08 AM - Forum: General
- Replies (11)
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Hi,
I am using ObiRope in my project where the movement of the obi rope needs to synchronize between two clients and the server. We are using Photon unity networking for networking.
I am able to see the rope in the server(laptop) but unable to see the rope in the phones. I have added the observed component to both ObiSolver and ObiRope.
Please let me know if I am doing anything wrong.
Looking for some help with this.
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Making a chocolate syrup |
Posted by: Ronnie - 04-04-2020, 11:07 AM - Forum: Obi Fluid
- Replies (7)
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Canyou suggest me some properties to get a fluid like Chocolat syrup? Also I want it to optimize to mobile so how should i set it? Thanks
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Getting particle connections |
Posted by: SpiralCircus - 03-04-2020, 05:25 PM - Forum: Obi Rope
- Replies (6)
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I'm interested in tracing all the particle positions, starting from a control node, and progressing along the length of each connected rope, but I need to stop where there has been a tear. The goal is to model electrical connectivity, via obi-ropes acting as wires.
Given a control point, I'd like to be able to trace along the rope until i reach a tear, finding which parts of the rope are "live" (connected to a power source). The result I want is an ordered list of points which I can use to draw electrical VFX on the screen.
Is there a property on a particle I can use to query it's connections to other particles? Or something in the actor or solver I can use to get this info?
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thicknesses in runtime |
Posted by: Urbem - 03-04-2020, 08:00 AM - Forum: Obi Rope
- Replies (1)
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I want to change rope thikness in runtime. Like this:
path.thicknesses.data[_index] = 5f;
but in the game the rope is not updated. I try Update this functions, without result:
Rope.UpdateParticleProperties();
ropeMeshRenderer.UpdateRenderer(Rope);
solver.UpdateParameters();
How I can update Rope thicknesses in runtime?
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[Solved] shader error on Android(Oculus Quest) build |
Posted by: Snail921 - 02-04-2020, 06:04 PM - Forum: Obi Cloth
- Replies (4)
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Hi,
I started getting errors on compiling the project for Oculus Quest.
Here is the errors:
- Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 92 (on gles3)
Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK LIGHTPROBE_SH
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_DLDR_ENCODING
- Error building Player: Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 92 (on gles3)
Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK LIGHTPROBE_SH
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_DLDR_ENCODING
I did not get any errors before and have no idea why the project starts throwing errors.
Could you please give me a solution for this?
Unity 2019.3.2f1
Obi Cloth 5.2
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Control particles |
Posted by: solidsnake9058 - 02-04-2020, 07:18 AM - Forum: Obi Fluid
- No Replies
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Hello,
I need to pinning particles on 3d object forever in my case, just like drench honest.
How can I do for that?
I found method to control particles life when collision enter, maybe can keeps particles won't be back pool.
But I don't have any idea to pinning particles.
Or maybe I can create custom emitter by myself to create pinned particles on the object?
Thanks, and forgive my poor english.
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Can't get a particle rotation |
Posted by: VirtualCucumber - 02-04-2020, 12:56 AM - Forum: Obi Rope
- Replies (2)
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Checked out the Docs and it has multiple ways to get rotational information but the functions all return zero'd out Quaternions / Vector3s.
I have to be missing something.
I tried (Even if they didn't pertain to ObiRope):
Code: ObiSolver.angularVelocities[solverIndex];
ObiSolver.orientations[solverIndex]
ObiRope.GetParticleOrientation(solverIndex)
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2D Animation in 3D Surrounding |
Posted by: Klaas - 01-04-2020, 10:54 AM - Forum: Obi Fluid
- Replies (7)
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Hi there,
I hope there isn't already a thread for this. If so I probably wasn't clever enough to search for the right thing.
I am trying to implement a 2D Simulation but in a 3d environment. The problem is, everytime I try to add a Solver and Emitter the particles don't behave like they should. None of the colliders work (2d or 3d) and the particles just fly straight through the objects.
I tried copying some of the sample scenes into my project and they do work if they haven't been moved from x,y,z = 0,0,0. Once I move them to another place in the environment the problem starts.
I would really appreciate some help since I already worked way to many hours trying to solve this.
Best wishes,
Klaas
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