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can you remove particles ...
Forum: Obi Softbody
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09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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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...
Forum: Obi Cloth
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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
» Replies: 40
» Views: 5,391

 
  Normal positions vs Renderable positions
Posted by: tsantoro - 25-04-2019, 10:49 PM - Forum: Obi Cloth - Replies (2)

Hello.

We're using Obi Cloth in our VR app. There are two pieces of cloth that the user must grab and drop on the floor. So we must check if the controller is within range of a particle to grab the cloth, and if majority of the particles are on the floor.

Previously, we were checking the position of the particles by doing actor.GetParticlePositions().

If I understand correctly, that returns renderable positions, and only works appropriately if you tell the solver of the actor to RequireRenderablePositions? Otherwise those renderable positions don't move if the cloth moves. Then you can call RelinquishRenderablePositions when you're done, and the main reason for that is that renderable positions are a little expensive?

I also discovered an alternative way to do this by calling actor.PullDataFromSolver(ParticleData.POSITIONS), then the actor has a vector3 positions array of all the particles. The documentation referred to this as "normal positions".

Three questions:

  1. Is that more or less expensive than doing renderable positions?
  2. If it's less expensive, how often do you have to call PullDataFromSolver()? Every frame?
  3. And am I on the right track here, or is there a better way we should be checking the position of the particles?

Thank you.

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  Is there any way to make it work in HDRP mode
Posted by: apapaxionga - 25-04-2019, 10:21 AM - Forum: Obi Softbody - Replies (1)

I tried Obi soft body in Unity 2019 HDRP. The simulation looks good but the skinned mesh is not correct (all triangles become crazy). Is there a to make the skin render correct in HDRP mode?

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  Killing Particles While Not Spawning New Ones
Posted by: p3gamer - 25-04-2019, 08:22 AM - Forum: Obi Fluid - Replies (1)

To kill active particles, I've tried using emitter.KillAll( ) and I've also tried setting the emitter.life[index] to 0. The particles are removed, but then a new set of particles are created. Is there a way to kill those particles while not spawning new ones?

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  Framerate dependent solving
Posted by: Gabriel - 25-04-2019, 08:04 AM - Forum: Obi Cloth - Replies (1)

Hi! I don't seem to be able to configure my character movement to get a good result:

  • I move my character by setting positions directly in fixed update.
  • Animator is set to Animate Physics.
  • Timestep is set to 0.02
  • [Image: 39eb636e570c8a72e5ffbab720ff4759.png]
The cloth is only simulated smoothly at Substep 1 at 60 fps.
When i use Substeps 4 (which I want to do to get the desired cloth behaviour) it starts to jitter at 60 fps. Substeps 5 is completely unusable at steady 60 fps and if I drop down below 60 fps with either substeps 4 or 5 the jittering becomes too much to handle and my brain starts to hurt Guiño
What am I doing wrong here? Some interpolation not working correctly?

Cheers!

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  Incompatibility with Nested Prefabs
Posted by: herbst - 24-04-2019, 06:08 PM - Forum: Obi Rope - Replies (3)

It seems that Obi Rope (and probably the other systems, I haven't tried) are completely incompatible with the new Nested Prefab workflow. The only way I can manage to keep Pin Constraints / Handles intact is if they are just plain scene objects, it doesn't work from within prefabs anymore.

Any ETA on when this will work again? It's a real pain to have to work without prefabs.

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  Can Obi Fluid Interact with Soft Body
Posted by: apapaxionga - 24-04-2019, 04:02 PM - Forum: Obi Fluid - Replies (1)

I only brought Obi Soft Body package and Obi rope. Before I buy Obi fluid, I would like to know whether obi fluid can interact with soft body and rope. For example, sticky fluid sticks onto a soft body and the soft body's motion also will influence the behaviour of fluid.

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  Character collision issue
Posted by: howzer - 24-04-2019, 11:50 AM - Forum: Obi Cloth - Replies (2)

Hi I've set up obi colliders on the leg bones and have set up the character cloth using the solver at the root. However there are issues where the cloth is going through and getting stuck on the leg colliders during movement. Please take a look at this vid as its showing whats happening, thankyou-

https://youtu.be/zYMSDsEGNNI

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  2D physics
Posted by: Farzin - 24-04-2019, 08:17 AM - Forum: Obi Fluid - Replies (3)

Hello,

Please help me by answering these two questions.

0) How is it possible to use Obi Fluid in 2D?

1) How is it possible to spawn one water drop in 2D?

Thanks in advance.

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  Soft Body Object Disappear after Using Handle
Posted by: apapaxionga - 23-04-2019, 11:35 PM - Forum: Obi Softbody - Replies (4)

I enter the edit mode, select two particles and clicked the handle button. When I start to play, the soft object disappear. How to solve this problem

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  Networking w/ Obi Rope
Posted by: VirtualCucumber - 23-04-2019, 05:41 AM - Forum: Obi Rope - Replies (1)

Was hoping I can get some advice here when it comes to syncing ropes over a network. I have a simple gif to illustrate what im talking about because they simulate fine its just when you manually adjust it.

Code:
       if(Input.GetMouseButton(0))
       {
           hands[0].invMasses[0] = 0;
       }
[Image: zxQAZnK.gif]

Havent done anything special to sync this so by default it shouldnt work but was wondering if anybody had solutions when it comes to networking and syncing ropes.

Im using Mirror which is very similar to UNet.

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