Latest Threads |
Problem with softbody and...
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 01:12 PM
» Replies: 5
» Views: 89
|
(7.0) Compute backend see...
Forum: General
Last Post: josemendez
Yesterday, 08:47 AM
» Replies: 6
» Views: 273
|
Exclude some particles fr...
Forum: Obi Fluid
Last Post: josemendez
17-04-2024, 11:54 AM
» Replies: 1
» Views: 22
|
Rope not rendering
Forum: Obi Rope
Last Post: Eddie
17-04-2024, 10:07 AM
» Replies: 3
» Views: 73
|
Adding particles to a sof...
Forum: Obi Softbody
Last Post: Henning
17-04-2024, 09:45 AM
» Replies: 2
» Views: 678
|
The skin backstop changes...
Forum: Obi Cloth
Last Post: josemendez
17-04-2024, 07:42 AM
» Replies: 1
» Views: 35
|
Performance degradation
Forum: Obi Cloth
Last Post: Nightfall
17-04-2024, 01:42 AM
» Replies: 6
» Views: 123
|
Rope Rotating Wrong
Forum: Obi Rope
Last Post: camden64
16-04-2024, 10:04 PM
» Replies: 2
» Views: 52
|
Can I manage multiple col...
Forum: Obi Cloth
Last Post: josemendez
16-04-2024, 07:51 AM
» Replies: 3
» Views: 62
|
Use obi rope to generate ...
Forum: Obi Rope
Last Post: josemendez
15-04-2024, 07:03 PM
» Replies: 3
» Views: 135
|
|
|
Counting Fluid & Android Export |
Posted by: Tuna.Y - 15-11-2018, 06:39 PM - Forum: Obi Fluid
- Replies (11)
|
|
Hi All,
I bought this asset a few days ago and everything was going well until I tried to count particles
I know this page: http://obi.virtualmethodstudio.com/tutor...sions.html and spent time there but I couldn't manage to "count" particles. It would be amazing if someone give hand about that.
I have my box collider and script on my Solver object. There is a counter in the script, but it counts as soon as 1 collision happens BETWEEN the fluid particles (not the collider) and it never stops increasing.
Here is my code;
Code: using Obi;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(ObiSolver))]
public class Fill : MonoBehaviour
{
ObiSolver solver;
public int counter = 0;
public Collider2D targetCollider = null;
ObiSolver.ObiCollisionEventArgs collisionEvent;
void Awake()
{
solver = GetComponent<ObiSolver>();
}
void OnEnable()
{
solver.OnCollision += Solver_OnCollision;
}
void OnDisable()
{
solver.OnCollision -= Solver_OnCollision;
}
void Solver_OnCollision(object sender, ObiSolver.ObiCollisionEventArgs e)
{
foreach (Oni.Contact contact in e.contacts)
{
// this one is an actual collision:
if (contact.distance < 0.01)
{
Component collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
{
counter++;
}
}
}
}
}
Second thing is, I only see pink screen when I export my game to the Android. I found a similar issue on the forum, did the suggestion (It was something like changing current shader to simple shader) and it didn't work.
Thanks in advance.
|
|
|
Simulation works perfect on PC but not on android huawai |
Posted by: AlyAmeen - 14-11-2018, 04:36 PM - Forum: Obi Rope
- No Replies
|
|
Hello,
I have a simple simulation that I am working on and it's working perfectly fine on PC, but on android Huawei phone the rope ignores the constraints and the colliders.
video on how it works on an emulator : https://www.dropbox.com/s/m7r3isbk1s55oi...9.mp4?dl=0
(the same happens on the phone)
It works perfectly fine in the editor and on the pc build.
Any help would be appreciated, Thanks.
I actually made a build for the scene chains.unity and it gave me the same result, the chain is moving but it's not constrained with the ball.
am I missing something ?
|
|
|
Mesh resolution boundries |
Posted by: IlyGot - 14-11-2018, 11:57 AM - Forum: Obi Cloth
- Replies (2)
|
|
What are there limitation for mesh resolution for clothes? I'd like to use highly detailed 3d scan, as there are many elements I'd like to animate, so normal map I think won't give natural view. Also My 3d scanner can outpul point clouds, as Obi cloth uses particles system, is it possible to use scan points as particles?
|
|
|
Grabbing the rope |
Posted by: innovine - 13-11-2018, 10:33 PM - Forum: Obi Rope
- Replies (2)
|
|
In my game the player hands are rigidbodies, moving by AddForce() calls. Is it possible for me to detect when a hand collides with a piece of the rope, and when this occurs, generate a pin constraint between hand and rope, so that the player is able to grab it in the middle and then pull on it? The rope itself will then pull on an attached rigidbody on its ends? Think of an astronaut with a toolbox on a tether... and he pulls on the middle of the tether to jerk the rope and reel in the tool box... is Obi Rope the right thing for this?
|
|
|
Zero-g |
Posted by: innovine - 13-11-2018, 10:28 PM - Forum: Obi Rope
- Replies (12)
|
|
I would just like a quick confirmation before I buy, since I didn't see this answered anywhere... Obi Rope will work with zero-g environments, right? Currently I am disabling the Gravity option on individual Rigidbodies, but if necessary I can also do Physics.gravity = Vector3.zero;
|
|
|
Can't edit particles |
Posted by: DrInternet - 13-11-2018, 06:46 PM - Forum: Obi Cloth
- Replies (2)
|
|
Hello,
my problem is that I can't edit particles in Obi cloth. After opening benchmark scene, I click on "edit particles" button, the button goes gray, but there is no particle gizmo nor particle editor toolbbox in scene view. This happens only in existing project; in clean one it works as expected.
At random I also got those to errors:
Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
Menu Component/Physics/Obi/Obi Particle Renderer can't be checked because doesn't exist
Those don't seem to appear in clean project.
Obi Cloth 3.5 and Unity 2018.2.13f
|
|
|
|