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Snake wrapping
Forum: Obi Rope
Last Post: littleanchovy
4 hours ago
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Obi Rope Wave Effect
Forum: Obi Rope
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4 hours ago
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Rod not following attachm...
Forum: Obi Rope
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Yesterday, 08:23 PM
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Trying to add DistanceCon...
Forum: Obi Cloth
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Yesterday, 08:19 PM
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Some questions & requests
Forum: Obi Rope
Last Post: josemendez
Yesterday, 10:39 AM
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Relocating rope/solver in...
Forum: Obi Rope
Last Post: josemendez
05-08-2022, 07:03 AM
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the rope is getting long
Forum: Obi Rope
Last Post: josemendez
04-08-2022, 04:44 PM
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Collider Thickness set to...
Forum: Obi Fluid
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02-08-2022, 11:52 AM
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Sand-like properties
Forum: Obi Fluid
Last Post: danik9
01-08-2022, 10:06 AM
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Stop of rotation
Forum: Obi Softbody
Last Post: josemendez
01-08-2022, 07:48 AM
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  Documentation is incomplete for a beginner at 6.4
Posted by: RameezSafdar - 29-07-2022, 12:04 PM - Forum: Obi Rope - Replies (6)

I have imported Obi rope 6.4 into my project from asset store and documentation seems to be incomplete. I searched youtube videos and all of them are so old that they can not cater a new user who uses obi for 1st time. 

I need help to create a simple rope and then I need to elongate / shorten it on runtime. How can I do this? Can someone help me with it?

I created a simple rope by looking at example scenes, my rope doesnt collide, and if somehow i manage to make a visible rope in editor, in play mode that visual rope is no more there even though game object is. 

How do i deal with this?

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Pregunta Trying to add DistanceConstraint for my TearableCloth but getting IndexOutOfRange
Posted by: snowtv - 26-07-2022, 08:07 PM - Forum: Obi Cloth - Replies (20)

I'm following the example on the official document, here is the jist of my current method:

Code:
// get a hold of the distance constraint
        var distanceConstraints = colon.GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;

        // create a new distance constraints batch
        var batch = new ObiDistanceConstraintsBatch();

        // Add a constraint for the pair
        batch.AddConstraint(new Vector2Int(particleSolverIndexA, particleSolverIndexB), 0);

        // set the amount of active constraints in the batch to 2 (the ones we just added).
        batch.ActivateConstraint(0);

        // append the batch to the pin constraints:
        distanceConstraints.AddBatch(batch);

        // this will cause the solver to rebuild distance constraints at the beginning of the next frame:
        colon.SetConstraintsDirty(Oni.ConstraintType.Distance);

Basically my method will first find the solver indexes of two particles closest to the given world positions, then using the above code to add DistanceConstraint between them.

I removed the part of the example where it clears the entire constraint batches first, because I don't wanna remove all the existing DistanceConstraint.

Is there something wrong in the above code? Or I'm not getting the correct solver index for my particles?

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  question about acceptable meshes (tearable)
Posted by: danazoid - 26-07-2022, 01:43 PM - Forum: Obi Cloth - Replies (3)

Hi, I was testing out tearable cloth today and got the error "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection."

I did some testing and this is what I got
1) "thick" mesh (my custom mesh that is 2 vertices thick): error
2) plane mesh (and my custom mesh reduced to 1 vertex in thickness): no error
3) simple cube mesh (in-built unity version, vertices 2 x 2 x 2): no error
4) "thick" plane mesh (essentially a simple cuboid with vertices 4 x 4 x 2): error

It seems to me the error occurs when the cloth is "thick" (ie not just 1 vertex in thickness). I don't know about the cube.
I would like to confirm if Obi Cloth is only designed to handle flat, 1 vertex thick meshes.
I want to be able to cut/tear cloths with a thickness to them, do any of your solutions allow that? (eg softbody)
Thanks in advance.

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  Sucking a Fluid from a pipette/Dropper
Posted by: shemtomke - 22-07-2022, 01:08 PM - Forum: Obi Fluid - Replies (1)

I have the following questions:

  1. Is it possible to suck a liquid in an upward manner and later on drop the liquid into a specific beaker using gravity? in this case, the dropper will have to make it in drops, not in a flow-like pressure. 
  2. How to make a liquid in a burette and allow drops to flow when opening it?
  3. How can I reduce how the liquid reacts in such a way when it is picked up it's not wavy, I wanted it to be stable. It is very shaky and it's due to settings in the buoyancy e.t.c (Fluid Settings) though I don't know the right path to follow to make the liquid stable enough.

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  DllNotFoundException
Posted by: kureysalp - 22-07-2022, 12:15 PM - Forum: Obi Rope - Replies (2)

Hi,

I bought the asset recently.

When I try any of the sample scenes I get this error. In a fresh project, just imported asset with package manager. Any help?

Using Unity 2021.3.3f1 LTS

Edit: Restarting unity didn't work.



[Image: Screen-Shot-2022-07-22-at-13-06-44.jpg]

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  Optimizing Obi Cloth Scheduled Jobs
Posted by: initialPrefabs - 21-07-2022, 10:09 PM - Forum: Obi Cloth - Replies (2)

I've been attempting to optimize Obi Cloth's scheduler since I noticed that there was idling in between jobs during runtime. One thing that I've done (at least for my use case) was that I changed the ApplyCollisionContraintsJob and BurstColliderCollisionContraintsBatch & BurstColliderFrictionConstraintsBatch jobs from IJob into an IJobFor with parallel scheduling. This helped reduce the Obi's Cloth's overall time with job completion.

While I think this is helpful, I'm not sure if parallelizing the constraints jobs breaks other things as it seems like the jobs don't mutually rely on other elements within the same array it is processing (please see the ProfilerAnalyzer-Results).



The part that I am interested in trying to optimize is the amount of idle in between jobs. I am wondering if there are any tips to try and optimize this and if its possible to schedule and chain a few jobs together to reduce the # of times Obi Cloth calls JobHandle.Complete() on prior input data (for example, when the GenerateContactsJob is scheduled and then DequeueIntoArrayJob is chained after instead of forcing the GenerateContactsJob to complete before we schedule DequeueIntoArrayJob). (Please see the Profiler-Results attachment.)



I'm willing to experiment a bit and see what I can come up with as it requires a bit of refactoring on the jobs, but I'm wondering if there are any suggestions or warning flags I should be aware of. The hardware where I'm profiling Obi Cloth is on: AMD Ryzen 9 5900 HS
And this is done in the Editor (release mode) with Leak Detection off, Burst enabled, Jobs Debugger disabled.



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  How to increase emission flow?
Posted by: bobby - 21-07-2022, 09:19 PM - Forum: Obi Fluid - Replies (1)

Hello there,

I know that I can increase the area of the emitter shape or increase the emitter "Speed" parameter to increase the flow of water. But what if I want to let more particles flow out per second keeping the same shape and also without increasing the velocity with which they are emitted?
Do I have to create several emitters in the same place?

Thanks,
bobby

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  Obi Fluid flicker after setting particles life to 0
Posted by: CumaliSAH1N - 20-07-2022, 12:52 PM - Forum: Obi Fluid - Replies (7)

Hi, when I set a particles life to 0 fluid flickers is there any way to prevent this? 
Here is the video recording.

Also how can i make sure fluid is renderer in only 1 camera? Because currently I have 2 cameras in the scene 1 for 3d the other for ui fluid gets rendered in both.
I sort of fixed this by rotating the ui camera 90 degrees but I would like to know if there is another way. 

Thanks in advance.



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  Why doesn't my model have soft features
Posted by: max88889999 - 20-07-2022, 10:25 AM - Forum: Obi Softbody - Replies (10)

Excuse me

Why doesn't my model have soft features

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  communicate Obi rope with OVR grabber of Oculus quest
Posted by: iromano - 19-07-2022, 07:55 PM - Forum: Obi Rope - Replies (1)

Hi, is there any way I can communicate Obi rope with other scripts, in case the obi is teared appart?

Otherwise, can I constraint the movement of the OVR grabber of Oculus quest, when the obi particles get too stretched?

Thank you

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