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OnTriggerEnter like detection |
Posted by: Lokeyyyy - 23-11-2019, 04:26 AM - Forum: Obi Rope
- Replies (1)
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Hello there, I would like to know if there is any method like OnTriggerEnter in Unity I can use for detection? More precisely to know which particle has detected a Trigger/Collider
Thank you!
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Problem with the Obi Solver Structure |
Posted by: Bill Sansky - 21-11-2019, 05:47 PM - Forum: General
- Replies (14)
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Hi,
First of all congratulation on releasing the 5.0 version: the edition of ropes definitely got much easier, I like it!
I must, however, come with a major concern when it comes to the project structure: the fact that actors need to be children of an obi solver is a big problem, for a few reasons:
- It makes it impossible to create rope prefabs and to edit them in prefab mode, which is now core in production for unity 2019+: the ropes do not have a solver in this, so it can't be edited properly. But most of my work, and I suspect most of the users will be in the same scenario, revolves around nested prefabs.
- It makes it hard to link to a solver when being in a multiscene scenario, which is I think very common in current Unity's workflow
- It forces a hierarchy logic that is often not desirable, especially so when the solvers are not colliding with each other.
Would it be possible to have an architecture that would link the solver through a scriptable object reference for instance? This way it's compatible with both a proper prefab workflow, a multi-scene project architecture, and makes the hierarchy free?
I have another similar problem concerning the new attachment system: because it must be a component on the same game object as the obi actor, it makes the architecture not very flexible and not easy to use with the classic drag and drop for fields. If I have a custom component that wants to activate or deactivate that attachment in runtime, linking them in the editor becomes an annoyance.
Would it be possible to make it a component that can be added anywhere with a reference to the obi actor it constrains? this would be much more flexible.
Except for those two points, thanks for the awesome work!
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Question about LWRP in 5.0 |
Posted by: TheDopple - 21-11-2019, 05:06 PM - Forum: Obi Fluid
- Replies (10)
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Hello, recent Obi Fluid user here!
Now that 5.0 is out, with "Experimental LWRP Support", How would I actually test this feature?
I'm using Unity version 2019.3.0b11 with the Universal Render Pipeline (Which should work the same as LWRP), this is a blank project with the Fluid Package
I have the fluid rendererer feature attached to my Pipeline asset, but the fluid still won't render (But I can get the particle renderer to work)
Is there something I'm missing, or is the update not yet compatible with URP?
[attachment=480]
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Cloth penetration on animated mesh |
Posted by: Jonathan - 20-11-2019, 04:23 PM - Forum: Obi Cloth
- Replies (4)
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Hi Obi team,
I'am lucky to test Obi V5 beta, you made a great job, congrats.
I'm new with Obi and i'am trying to understand some issues i have.
I test Obi with Unity 2019.2.2f1.
I have an animated mesh (with animator set to update mode Animate Physics) and a cloth attached to hip bone. I set simple obi colliders (capsule and sphere), set blueprint etc.
The behavior of the cloth is quite good but i have penetration.
On the capture debug particles are inside the colliders. What i missed? Is this issue is rely on the update order (unity animation, obi fixed update,...) ?
Do you have any idea how i can fix this or a workaround?
I tried to increase colliders thickness or particle size but it's not satisfying.
Your character clothing demo is the goal i'am trying to reach.
Thx.
Jonathan
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Obi 5.0 is live |
Posted by: josemendez - 20-11-2019, 12:17 PM - Forum: Announcements
- No Replies
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Hi all,
Obi 5.0: Cloth, Rope, Fluid and Softbody are now available in the Asset Store. Compatible with Unity 2019.2.9 or higher.
A word of warning: before upgrading your existing projects, please note that Obi 5.0 is not backwards compatible with 4.x. Workflow and APIs have changed quite considerably compared to previous versions, so my advice is to use 5.0 when starting new projects, or if you're willing to spend a significant amount of time upgrading your existing project.
We have also updated and extended the online documentation:
http://obi.virtualmethodstudio.com/tutorials/
We will continue updating the docs, and uploading minor Obi versions packed with improvements and bugfixes. Also, I've allocated time in my agenda to make decent video-tutorials, which is something pretty much everyone has requested. I will be dropping them on our youtube channel one by one as I make them.
As always, we're dead set on making Obi as fast, versatile and robust as possible. If you have questions, comments, requests or think you found a bug, do not hesitate to contact us.
cheers,
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Anyway to reset inv masses |
Posted by: manurocker95 - 20-11-2019, 09:19 AM - Forum: Obi Softbody
- No Replies
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Hi! Now I finally got everything working thanks to Jose, but sometimes the softbody gets stuck in the air and I think it is due to invmasses and velocities set to zero, so, is there a way to reset them without saving the previous one in variables?
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