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Position of Solver in Hie...
Forum: Obi Rope
Last Post: josemendez
Yesterday, 10:27 AM
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particle properties at Ru...
Forum: Obi Cloth
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Yesterday, 10:24 AM
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con Obi Fluid para hacer ...
Forum: Obi Fluid
Last Post: d38u993r
25-03-2024, 11:22 PM
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boob physics
Forum: Obi Softbody
Last Post: TK tsk
23-03-2024, 02:11 AM
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Problem with movement of ...
Forum: Obi Rope
Last Post: Alnik
21-03-2024, 10:33 AM
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Spawning a rope along a l...
Forum: Obi Rope
Last Post: josemendez
20-03-2024, 08:10 AM
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Teleport() causing Argume...
Forum: Obi Softbody
Last Post: josemendez
20-03-2024, 07:00 AM
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Android (Pico) Virtual Re...
Forum: Obi Fluid
Last Post: ugurcamoglu35
20-03-2024, 12:08 AM
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Are there any examples of...
Forum: Obi Rope
Last Post: gnovos
19-03-2024, 10:49 PM
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License
Forum: Obi Rope
Last Post: bad.penny.games
19-03-2024, 10:31 PM
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Obi Softbody on SpeedTree |
Posted by: JordanSliz - 01-09-2019, 02:34 AM - Forum: Obi Softbody
- Replies (4)
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Hey there. I'm looking to incorporate softbody physics into our environment pipeline, to replace a few overlapping systems that don't all affect each other fluidly.
A simple question: Does Obi Softbody work on SpeedTrees in Unity?
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Self Collisions auto-checks itself during Play |
Posted by: Martian - 31-08-2019, 12:28 AM - Forum: Obi Fluid
- Replies (1)
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Hello,
I've been getting familiar with Obi Fluid and have found that all emitters in my scene, once I hit play, auto-check Self Collisions regardless of whether or not I have it turned off. This has been happening in the sample scenes, so at first I assumed it was because of a script, but have since tested it in other cases and it still occurs.
To recreate:
Make a new scene
Place an Obi Emitter and Solver in the scene.
Make sure Self Collisions is unchecked on the emitter.
Press play. The Self Collisions box is now rechecked.
Any help on permanently disabling Self Collisions on certain emitters would be appreciated.
Thanks!
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Particles go through the bucket |
Posted by: TsaiHao - 25-08-2019, 03:32 AM - Forum: Obi Fluid
- Replies (1)
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Hi, I am using Obi Fluid in steamvr. I wanted to copy the bucket sample in my project and it worked fine in origin scale. But when I scale the bucket to (0.2, 0.2, 0.2), particles just went throgh the bucket. I changed particle material and resolution and not help. How can I solute this?
Best wishes!
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zero gravity |
Posted by: lexxx - 23-08-2019, 08:34 AM - Forum: Obi Rope
- Replies (2)
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hello,
we have a rope in space, but even with setting the gravity to 0 it still pulls down.
the solver is added runtime, as in the grapplehook example
please help
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Obi Fluid - Tunnelling |
Posted by: TimLewis - 20-08-2019, 05:27 PM - Forum: Obi Fluid
- Replies (2)
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Hey guys,
I'm using Obi Fluid to fill glasses which are made out of a collection of primitive colliders, and then moving the glass (full of Obi fluid) using Physics.
My issue is that when I move things too fast I experience Tunnelling - and I'm wondering if you know how to move fast objects with Physics without Tunnelling?
Things I've tried so far:
- Moving a Kinematic Object with Rigidbody.MovePosition.
- Moving a non-kinematic object with a FixedJoint attached to a Kinematic Object moving with with Rigidbody.MovePosition.
I got it work when using Rigidbody.AddForce - and this makes sense since it's updating the velocity which is obviously what the particles read from to simulate their position.
What I'm not clear on is why the same wouldn't be true for a Kinematic Object using Rigidbody.MovePosition, as this also internally updates the rigidbody.velocity.
Is there something I'm doing wrong, and do you know of a way to fix the tunnelling issue while using Kinematic RB.MovePosition?
Thanks for all your help,
Tim
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