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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
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How to dynamically change...
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Pipeline that bends
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How to implement/sync Obi...
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Collisions don't work con...
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Force Zone apply differen...
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Can I blend in and out of...
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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  Hook-a-Duck VR
Posted by: Mast26 - 14-08-2024, 07:24 PM - Forum: Made with Obi - Replies (1)

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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  How to keep liquids in the air?
Posted by: asimofu_ok - 14-08-2024, 04:23 AM - Forum: Obi Fluid - Replies (3)

The new Obi 7 looks like it has terrific potential.
By the way, I could not figure out how to keep the liquid in the air as shown in the Asset Store video.
       
How is it done?
Also, do you have any sample scenes that do this?

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  Try to modify the velocity
Posted by: a172862967 - 11-08-2024, 10:39 AM - Forum: Obi Fluid - Replies (3)

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)

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)

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)

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)

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)

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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  Dynamic Attachment Often Displaced
Posted by: vrtraining - 07-08-2024, 04:17 AM - Forum: Obi Rope - Replies (5)

Hi,

Its my 3rd post but I'm having some troubles since the upgrade so I'll be really glad if anyone can help me out.
My dynamic rope attachment since the upgrade often gets displaced from actual position 8 out of 10 times. Like a little offset above and then it sticks to it for the rest of the scene. At start the hook with all four chains is like below in image. All four corner hinge hooks have rigidbody and they are attached with chain (obi rope). As the hooks fall down due to gravity at start the chains also fall.

[Image: S.png]

The next image is expected behaviour that usually happens 80% of the time.

[Image: 1.jpg]

But problem is some times it is displaced a little as it falls down (I tried holding it still for 1 second before turning on its gravity so that it can bind itself as correct position but it didnt worked). Next image shows the problem.

[Image: image.jpg]

Now it uses the wrong position as attachment and as I lift the hook the chains are not attached to hooks anymore, But a little higher.

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  Resetting Rope causing Error
Posted by: vrtraining - 06-08-2024, 06:33 PM - Forum: Obi Rope - Replies (10)

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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