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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
04-07-2025, 11:29 AM
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» Views: 90
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
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
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 254
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 135
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How to add objects along rope without them affecting the rope |
Posted by: yyy-2c2p - 02-04-2019, 09:57 PM - Forum: Obi Rope
- Replies (2)
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Is there a way to add objects along the rope, similar to how the start and end prefabs work? I don't want to use pin contraints because the attached object would have an effect on the rope.
I need to do this programmatically because I have ropes that change size. Is this at all possible?
Thank you.
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Support for PolygonCollider2D? |
Posted by: PuppyPuppyPuppy - 01-04-2019, 06:29 PM - Forum: Obi Softbody
- Replies (2)
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I was wondering if there are plans at some point to include support for PolygonCollider 2D. The documentation says that this is the only type of collider not currently supported. It would be useful in 2D projects, especially with the attention Unity is giving with things like SpriteShapes (which currently use either edge colliders or poly 2D colliders).
Thanks!
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softbody not deformed |
Posted by: songsongsong - 31-03-2019, 02:51 PM - Forum: Obi Softbody
- No Replies
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i have put softbody on several models.
most models are working.
however this model is not woking. the "particle renderer‘ indicators are displayed as expected. however the real mesh not deformed as those particle renderer.
[attachment=310]
this is deformed photo. only particle renderer deformed, the model not deformed
[attachment=311]
this is no-deformed photo.
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Other constraints than shape matching |
Posted by: RandomWaterbird - 29-03-2019, 03:41 PM - Forum: Obi Softbody
- Replies (1)
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Hi,
I'm trying to understand how other constraints work. I've tried ticking the distance and volume checkboxes in the solver component, and then adding distance and volume constraint behaviors to my soft body. Yet, when running the simulation, the whole object collapses.
Maybe I don't understand these constraints properly? The only constraint that seems to work is shape matching. This is also the only constraint that has samples.
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ObiParticleRenderer |
Posted by: mimarilker - 29-03-2019, 01:38 PM - Forum: Obi Fluid
- Replies (10)
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Hi,
Is it possible to duplicate particles in visual without increasing the actual numbers of particles? Then I can use ObiParticleRenderer instead of Unity Native Particle System which cannot visualize viscosity, vorticity, pressure etc.
If this is not possible is there a way to utilize Unity Native Particle System to render not speed only but also the other parameters as I mentioned (viscosity, density, vorticity etc.).
Last, your support and the asset are amazing and you the people reading this post, don't think even for one second before buying this excellent asset!
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Addition of Obi Collider |
Posted by: Richard - 29-03-2019, 09:12 AM - Forum: Obi Cloth
- Replies (7)
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Hello.
This is very basic question, but I cannot add Obi collider by AddComponent.
My code is.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ManSetting : MonoBehaviour
{
public GameObject man;
// Start is called before the first frame update
void Start()
{
man.AddComponent<MeshCollider>();
man.AddComponent<ObiCollider>();
}
}
However, error massage is displayed like the image.
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Warning when imported |
Posted by: Richard - 29-03-2019, 08:00 AM - Forum: Obi Cloth
- Replies (1)
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There was three warnings.
Assets\Obi\Scripts\Actors\ObiCloth.cs(78,14): warning CS0108: 'ObiCloth.Awake()' hides inherited member 'ObiClothBase.Awake()'. Use the new keyword if hiding was intended.
Shader warning in 'Obi/FlatSurfaceShader': floating point division by zero at line 51 (on d3d11)
Compiling Fragment program with UNITY_PASS_META
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Shader warning in 'Obi/Simple Particles': Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance.
What should I do?
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