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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
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How to implement/sync Obi...
Forum: Obi Rope
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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...
Forum: Obi Cloth
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24-06-2025, 04:42 PM
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
Forum: Obi Cloth
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19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
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18-06-2025, 06:35 PM
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Two Quick Beginner Questions |
Posted by: HenryChinaski - 05-08-2019, 01:53 PM - Forum: Obi Softbody
- Replies (7)
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Hi,
two quick questions:
1. How do you manage that your softbodies collide with each other?
I saw that you can click on Edit Particles, then select "Phase", type in a unique number and click on the "Fill all" icon.
But my objects still don't collide. Also, I think this procedure is a bit tedious. I suppose the workflow is to do it by code?
2. I have a trash bag that was turned into a softbody. When my player collides with the softbody he just walks over it (looks awesome though).
I want the player to kick the trashbag in his walking direction when colliding with it. I thought that the script at the end of this site would be perfect for that:
http://obi.virtualmethodstudio.com/tutor...sions.html
My problem is that I dont find a reference to anything I could use force on, when I reach the point:
Code: // this one is an actual collision:
if (contact.distance < 0.01)
{
Component collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
{
// do something with the collider.
//contact.
}
}
I know that I can compute all the needed values by checking the collider rigidbody and transform, but what I am looking for is something like:
contact.softbody.addForce();
I hope you understand my issue.
Best regards, and thanks again for the awesome support.
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Sample Scenes Crazy Low FPS |
Posted by: MasterGeneralB - 05-08-2019, 08:49 AM - Forum: Obi Fluid
- Replies (3)
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I just got the fluid asset and am trying it out on version 2019.1.2f1 and almost every sample scene is dropping its frame rate to the single digits. This INCLUDES the 2D multiphase fluid buoyancy. I would expect the 2D stuff to not be as bad, in fact that was the reason I got the fluid pack.
That said, this cant be normal can it? All of the 3D sample scenes give me seriously low frame rates to the point that on some unity hangs for wayy too long. Am I just using too new a version of unity? What is going on?
I've had issues with the first asset I got from you guys, the obi-ropes acting all limp all the time like wet noodles and apparently there was no fix for that.. and as much as it was disappointing I sucked it up. But this time... no... if I'm stuck with another expensive and useless plugin then I'm out for good.
I don't like spending money on something I can't use. >_>
Don't know if it helps but I get this lovely list of errors/warnings on import (2018.3.5f1 was the version I copy pasta'd the log... and was also-surprise-super laggy with single digit frames on the sample scenes)
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Unity 2019 - No GUI components? |
Posted by: jevey - 03-08-2019, 05:45 PM - Forum: Obi Rope
- Replies (3)
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Hi,
Loving Obi Rope so far but I'm struggling to see any GUI elements for any of the components meaning I can't edit particles or pins. Is there anything I need to do so these things are visible?
Thanks.
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Meshes very distorted (and not in the desired way) |
Posted by: Punchey - 02-08-2019, 06:42 PM - Forum: Obi Softbody
- Replies (2)
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I've tried on both 2019.1.9 and 2019.2, but all the examples that come with the project are very distorted. For example, this is what pulling on the dragon does (see attached).
I can't seem to see any stable result resembling what is shown in the video. Any assistance would be greatly appreciated as currently, it is unusable. Thanks!
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Obi Collider Performance |
Posted by: HenryChinaski - 30-07-2019, 02:26 PM - Forum: General
- Replies (9)
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Hi,
I just bought Obi Softbody and the test scenes work great.
Unfortunately thoug I have a major problem with the general usability for our project. I was - after carefully reading the documentation - under the assumption, that the limiting performance factor of the asset are the quantity and quality of the softbodies on screen. I have a medium size free roamable world where I wanted to drop softbody phssics entities around. But even if I just drop a single softbody I still need to assign Obi Colliders to every collider in the scene that the softbody could come in contact with. This on the other hand lead to an immense drop in fps from 60 to 2 with not even any softbody in the scene. Am I missing something or is this a limitation? Did I miss it while reading the documentation?
Best regards,
Daniel
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VR with ObiFluid, problems rendering. |
Posted by: Charlie Rubio - 30-07-2019, 12:12 PM - Forum: Obi Fluid
- Replies (1)
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Hi!
I'm working in a VR enviroment with Unity with Oculus Quest hardware as target. In this project, I'm using Obi Fluid (the newest version of it) in order to render about 300 particles.
I'm using Multi-Pass rendering in just one camera which works almost fine. My problem resides in an outline that is drawed around the liquid cluster. All the particles are rendered fine but I find no way to rid off of this 'outline'.
By other side, the performance I'm getting in the enviroment is good enough for me. I guess the solution may be in the renderer material but I'm not sure at all.
I would appreciate any help! I'm a huge fan of all the software you guys are working on.
Good evening!
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rendering particle like dielectric one |
Posted by: sazatai - 25-07-2019, 05:20 AM - Forum: Obi Fluid
- Replies (1)
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I would like to make one drop having dielectric's looks.
I think
- setting "Obi Particle Renderer > Render" to activated
- editing ParticleSharder.shader
could be what I would like to do, but have no idea of what to write in the shader.
Could you please advise me?
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