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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
1 hour ago
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How to dynamically change...
Forum: Obi Rope
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6 hours ago
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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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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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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Exclamación Dynamic attachments
Posted by: Kristaps - 26-04-2020, 07:06 PM - Forum: Obi Rope - Replies (1)

I think that Dynamic attachments have a bug!

When I create a rope and add a Dynamic attachment with Break threshold ( any number from 1-1000 )
Things work as planned at the beginning.
I move the connected object and if force gets over break threshold - it detaches from the rope!

But after I close unity and reopen, or make a standalone build ( windows, osx ) the object can't detach from the rope at all Triste

After I remove the dynamic attachment and add again - it works in the editor, till I close and reopen editor or build a standalone build!


Any tips or ideas about what's going on?

P.S. I tried to debug the code to see what's happening, and found that something strange is happening in function BreakConstraints.
Oni.GetBatchConstraintForces always returns 0 forces! ( even when the object is jumping around ) after you reopen the editor!

Possible a init fail after you reload the project as it works only on 1st time when the dynamic attachment is added.
I hope this helps to smash the bug!

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  Particle Attachment Break
Posted by: Kristaps - 26-04-2020, 02:50 PM - Forum: Obi Rope - Replies (2)

Hello!

Is there are a way to get a callback when Particle Attachment breaks?
Huh
Found only that Tearing has a callback.

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  iOS Collision isssue
Posted by: eisen - 26-04-2020, 01:46 AM - Forum: Obi Fluid - Replies (1)

When i test my game on unity editor obi fluid object collide with ground but when i build a game and test my iphone passes through collider. I tried with box and mesh collider but the result is same. How can i solve that ?

Update: When i instantiate object after game starts its not working. But if i put scene directly its working. But this problem only happening at iOS

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  Blood Effect
Posted by: alextoti - 25-04-2020, 06:57 PM - Forum: Obi Fluid - Replies (2)

Hello, can Obi Fluid be used for blood, when on take damage?

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Bombilla Unity 2018.4 LTS
Posted by: Kristaps - 25-04-2020, 05:39 PM - Forum: General - Replies (3)

Hello!
Is it safe to use the Obi Rope in Unity 2018.4 Huh
( tested, kinda works, have some errors, but want to be 100% sure )

Thanks for developing such a great product!

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  Using obi fluid with masked objects
Posted by: umurcg - 24-04-2020, 06:12 PM - Forum: Obi Fluid - No Replies

Hello,

In my project, I am using stencil buffering technique to masks some specific objects. Lets say A object is the object that I am masking and B object is my mask.

In Mask Shader (Shader that is used for object B) I am using following stencil buffer settings:

Stencil
     {
         Ref 1
         Comp Always
         Pass Replace
     }


In Mask Subject Shader (Shader that is used for object A) settings are like that:


Stencil {
             Ref 1
             Comp NotEqual
         }
         
             

With these settings when B object overlaps within A objects in pixel-wise those pixels are not being rendered. While it is working as expected within other objects (objects having no stencil settings), obi fluid is not being rendered as expected.

At the attached screenshot A object is the blue one. And the square shape is created with my mask object which is B object.
As you can see red object  (Having standart shader) is being rendered through my mask as expected. However fluid rendering is being cut by A object even there is a mask object at those pixels. 

I am not an expert within shaders and honestly, I am learning stencil buffering within this project. Is it possible to render fluids through masks that are using stencil buffering. I have tried to change DielectricFluid shader with different stencil settings but I couldn't achieved any progress. 

Thanks in advance Sonrisa



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  more than 1 material in rope
Posted by: Urbem - 24-04-2020, 11:32 AM - Forum: Obi Rope - Replies (1)

Hi! I need create rope(obiRope Meshrender) with 2 materials, like this:
   
But in unity, i can add 2 meterials in rope:
   

how i can create 2-materials rope(vertex color not suitable)

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  rope Length increase
Posted by: sadiq - 24-04-2020, 08:31 AM - Forum: Obi Rope - Replies (1)

Hi, 
is there any method to increase the length of rope while rope is pulling by object?

Thanks

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  Apply random movement on scene start.
Posted by: arpan018 - 23-04-2020, 11:59 AM - Forum: Obi Rope - Replies (3)

I have multiple ropes with their respected particle attachment. When scene start i want to show random movement like rope hanging on scene start.

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  Increase stiffness (deformation resistance)?
Posted by: GeorgeAmuzo - 22-04-2020, 05:26 PM - Forum: Obi Softbody - Replies (1)

I need to customise the behaviour of a softbody to make it more rigid and increase the damping, to make it behave less like a jelly and more like a balloon.

However the Deformation Resistance slider under Shape Matching Constraints only goes up to 1, which is not stiff enough, and I can't find anything related to damping.

Lowering the mass of the particles in the blueprint helps a little, but this seems like a bit of a hack, and setting the mass too low causes strange behaviour.

Does anyone have any suggestions? Thanks in advance.

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