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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 40
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 184
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 344
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,062
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 263
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 351
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,006
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 325
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 192
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,970
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Hook-a-Duck VR |
Posted by: Mast26 - 14-08-2024, 07:24 PM - Forum: Made with Obi
- Replies (1)
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Hi all, this was just released yesterday and i figured i would post it here, would love to hear what you guys think!
Basically, Hook-a-Duck VR is a simple VR interpretation of the classic fairground stalwart, with a few extra spicy additions. Despite what it might look like in the video, this doesn't use Obi Fluid, it only uses Obi Rope for the fishing rod's line and the Obi Bone functionality for some physics on the fishing rod itself.
It's available on Steam & Itch.io, and there is a demo available but currently only on Itch (There's a "Download demo" section on the page linked previously). The Steam version of the demo will be available later.
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Try to modify the velocity |
Posted by: a172862967 - 11-08-2024, 10:39 AM - Forum: Obi Fluid
- Replies (3)
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Code: void Start()
{
m_solver.OnSimulationEnd += ColorFromVelocity_OnInterpolate;
}
private void ColorFromVelocity_OnInterpolate(ObiSolver solver, float simulatedTime, float substepTime)
{
if (solver.backendType == ObiSolver.BackendType.Compute)
{
m_computeShader.SetFloat("DeltaTime", Time.deltaTime);
m_computeShader.SetBuffer(0, "ObiVelocityBuffer", solver.velocities.computeBuffer);
int threadGroups = ComputeMath.ThreadGroupCount(solver.allocParticleCount, 128);
m_computeShader.Dispatch(0, Mathf.CeilToInt(threadGroups), 1, 1);
}
}
Code: RWStructuredBuffer<float4> ObiVelocityBuffer;
float DeltaTime;
[numthreads(128,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
ObiVelocityBuffer[id.x] = float4(0, DeltaTime*10, 0, 0);
}
I followed the instructions on this page and tried applying extra force, but nothing seems to have changed.
Did I do something wrong?
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Foam (ADVECTION) --> working with CPU / GPU particles |
Posted by: danik9 - 09-08-2024, 04:09 PM - Forum: Obi Fluid
- Replies (1)
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Hello.
I want to use the Compute Backend but using the (now deprecated?) particle advection script.
My idea was to use the Mud Bun plugin's particles, which use the old particle system of unity, to make those particles follow with advection the Obi compute backend particles.
It's probably impossible but It may be useful for plp who has that same question. Using CPU particles was really useful as it has tons of uses and behaviours.
On the other hand I think support for the new VFX GPU particles would be really useful for creating custom effects aside from Foam.
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Custom fluid shaders --> Amplify |
Posted by: danik9 - 09-08-2024, 03:59 PM - Forum: Obi Fluid
- Replies (2)
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Hi, I would like to request adding support for Amplify Shader Editor for OBI 7 Compute backend
GetIndirectVertex
I would need that node to do funny things, like adding support to this shader:
https://assetstore.unity.com/packages/to...ref=reddit
I put that as an example because I wanted to try the effect this week but it uses Amplify as many others, although It will probably bring problems with the tesselation and stuff I can't imagine...
Let me know your thoughts.
Cheers.
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Unity physics interaction on v7.0 |
Posted by: goosejordan - 09-08-2024, 10:12 AM - Forum: Obi Rope
- Replies (4)
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Hi! I'm trying to simulate rope climbing equipment in a VR environment. It involves a LOT of interaction between Unity physics and Obi particles.
This is an older video of what I'm doing using ObiRope 6
I made a custom attachment system that can feed the rope forward and backwards with friction. The rope needs to be high resolution so there are a lot of pin transforms involved.
I got the physics to work pretty nicely but I ran into a performance ceiling.
I thought I would try the GPU accelerated backend on the beta and sure enough performance is vastly improved! Great work on that improvement! And thanks a lot, that will be important for my game.
However, I'm experiencing some drawbacks. Right away it feels like the rope has much more inertia like it is very heavy or damped. The syncing with Unity physics seems to be different and lags after the object it is pinned to. Or it may be the rididbodies lagging after the rope...
I see there is an option for sync or async but switching that only lowered my framerate.
What is my best option here? Would updating Unity physics on Update instead of FixedUpdate help? Or would it be cleaner to try and model the equipment and hands purely as particles and constraints and position the object onto the particles representing it?
Oh, just realized that 7.0 is out of beta. I should try updating but how much can that affect?
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Stripping obi rope |
Posted by: Ferhat123 - 08-08-2024, 01:39 PM - Forum: Obi Rope
- Replies (4)
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Hi,
I want to achieve the goal shown in the video above. The first thing I want to do is strip the rope. Is it possible to do this with Obi Rope? If so, how can I achieve it?
Additionally, I want to make my rope behave like the cables in the video, but I need to be able to cut the ropes and bind them together.
Thanks for your help,
https://youtu.be/yo1vWmFQyIM?t=58
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Using SDFs for collision |
Posted by: qlee01 - 07-08-2024, 05:05 PM - Forum: Obi Cloth
- Replies (4)
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Hi,
now that Obi runs ion GPU I am coming back to this asset I bought long time ago. I also saw that Obi does support SDFs; however it seems only SDFs generated by Obi components, is this correct? I am already using SDFs generated by Mesh-to-SDF by Unity (which basically stores SDF in 3D Texture). Would be great if this could be used as collision provider by Obi, as this also allows having SDF of deforming meshes (e.g. SMR).
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Resetting Rope causing Error |
Posted by: vrtraining - 06-08-2024, 06:33 PM - Forum: Obi Rope
- Replies (10)
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Hi,
This is my old code that I got from this forum to reset the rope back to its original state.
Code: float initialLength = 0.88f
ObiRopeCursor ropeCursor;
ObiRope rope;
public void ResetRope()
{
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
ropeCursor.ChangeLength(initialLength);
}
Now since the new update has changed the ChangeLength() method my new code becomes.
Code: public void ResetRope()
{
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
ropeCursor.ChangeLength(initialLength - rope.restLength);
}
But its causing error, rope disappears and I get
Code: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <bae5e84a08394aad9eb61062d3ccb3ca>:0)
Obi.ObiPathSmootherRenderSystem.Setup () (at Assets/Obi/Scripts/RopeAndRod/Rendering/ObiPathSmootherRenderSystem.cs:163)
Obi.ObiRenderSystemStack.Setup (System.Int32 dirtyFlags) (at Assets/Obi/Scripts/Common/Solver/ObiRenderSystemStack.cs:27)
Obi.ObiSolver.Render (System.Single unsimulatedTime) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1784)
Obi.ObiSolver.LateUpdate () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1163)
If I remove
Code: rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
Then error goes away but I dont get starting initial state like before
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