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the Obi cloth has some co...
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  TimeScale and Consoles Supported
Posted by: misscelan - 29-11-2018, 09:18 AM - Forum: Obi Cloth - No Replies

Hello there,

Not sure if this should go here, we recently met in the IndieMad las weekend. 
I was checking your products because I'm in need of a cloth simulator.

Unity's cloth system does the job for me except when I start playing with TimeScale. Running at normal speed is ok, when I have some slow-mo gameplay scenes it holds it up for the most part, but when I pause my game and set the TimeScale values to values close to 0 it all goes bananas.

So my questions are:
-Does obi has the same poblem when TimeScale values are close to 0? 
-Does it allow to run the simulation independently of timescale (so I can run the cloth sim when the game is paused?
-The game is going to be relased in all consoles (XB1, PS4 and Switch) along with Oculus VR, does it support all those?

Thanks!
-rainynightcreations.com

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  Saving Torn Cloth State
Posted by: threeguys - 28-11-2018, 07:01 PM - Forum: Obi Cloth - No Replies

Any ideas on how you'd go about saving the "torn state" of cloth between scenes?

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  Any way to get cloth to become skin-tight?
Posted by: aelbannan - 28-11-2018, 04:48 PM - Forum: Obi Cloth - Replies (2)

Hi,

I'm wondering if there's any way to force the clothing to shrink as much as possible? Thanks.

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  Sticky Cloth Behavior
Posted by: hecali_aj - 28-11-2018, 04:47 AM - Forum: Obi Cloth - No Replies

Hello! I'd just like some advice to point me in the right direction.
I like to use Obi Cloth to make a sticker that you can peel, and maybe even tear when you peel it wrong.
Is it possible with Obi Cloth?

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  Android Performance Issue (Due to lots of particles)
Posted by: Tuna.Y - 27-11-2018, 08:04 PM - Forum: Obi Fluid - Replies (8)

Hi,

I am working on a project for a while and it's almost done. I was making test on my Samsung Galaxy Note 8 mobile phone and FPS was dropping a bit when I use 3500 particles in the scene. It wasn't a big deal until I tested on a slower phone...

I have tested the game on an HTC One M7. FPS was dropping around 0.5 when there are 3500 particles in the screen. Which makes game almost freeze and even closing the application is getting harder.

So, my question is: Is it possible to make particles bigger?

I'm using 1x scale 3500 particles now. Is it possible to make it 10x scale with 350 particles?

That's my only obstacle before releasing my game. I would be glad if we can figure it out.

(I'm using Simple2DFluid for better performance)

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  Mesh get's distorted when "Simulate when invisible is checked"
Posted by: octavr - 27-11-2018, 06:03 PM - Forum: Obi Cloth - Replies (3)

Hello,
When "Simulate when invisible" is checked and i'm moving around the camera or I'm in vr the mesh starts to get very noisy. What can be the problem? it's working fine when this option is not checked. Thanks

[Image: 9spmp2R.png?1]

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  ObiCloth - Possible to Collide with Unity Particles (Shuriken)?
Posted by: threeguys - 27-11-2018, 06:21 AM - Forum: Obi Cloth - Replies (2)

Wondering if I can make ObiCloth collide with Unity Particles.

Thanks!

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  Newbie with a question or 2
Posted by: gadgetkk - 27-11-2018, 05:01 AM - Forum: Obi Fluid - Replies (2)

Hi everyone,

Just bought Obi Fluid and playing around with it following the basic youtube video and the FAQs page and have a couple of questions...
1. Is the most recent how to video the one from October 2017 or is there a newer one? That video's menu's and components are not the same as i see in my version.
2. My game is going to be a 2D game, i do not see how to setup collisions with a 2D object (a cube for my playing around to learn it). If the object has a 3D collider then the particles collide just fine, but if i change the object to have a 2D box collider the particles go straight through. Ideas?

Thanks in advance.

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  Obi Rope 4.0
Posted by: xpXdx - 23-11-2018, 11:18 AM - Forum: Obi Rope - Replies (3)

Hi Obi Team,

I saw the video on YouTube for obi rope 4.0 coming in a few weeks, just wondering it will be released soon?

I require the rods feature for a project.

Thanks

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  NullReferenceException - Prefab related?
Posted by: p3gamer - 23-11-2018, 08:50 AM - Forum: Obi Fluid - Replies (1)

Hello,

I have a prefab that contains an emitter, emitter shapes, a solver, and 2d sprites. I noticed that particles were rendering from an emitter shape that I had marked inactive. I also unchecked all emitter shapes and the particles still rendered. I then started to remove emitter shapes (which makes prefab no longer a prefab instance). Now when I am in game mode I get the following errors even though I still have a solver, emitter, emitter shapes.

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiEmitter.OnSolverStepBegin () (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:403)
Obi.ObiSolver.SimulateStep (Single stepTime) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:545)
Obi.ObiSolver.FixedUpdate () (at Assets/Obi/Scripts/Solver/ObiSolver.cs:745)

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiEmitter.UpdateEmitterDistribution () (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:258)
Obi.ObiEmitter.RemoveShape (Obi.ObiEmitterShape shape) (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:154)
Obi.ObiEmitterShape.OnDisable () (at Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs:76)


UPDATE:

I am able to reproduce the error. First I notice that when I uncheck the ObiEmitterShape from the emitter, it still renders the fluid (SimplefluidRenderer). Since I have an object that requires multiple emitterShapes, I created child objects under the single emitter so that I can move them around, etc. When I remove the ObiEmitterShape component from the single emitter object, that's when I get those NullReferenceException errors. To avoid this, should I create multiple emitters and add a single ObiEmitterShape component to them (1 to 1 setup) instead of having one emitter with multiple child objects that have the ObiEmitterShape component attached to them?

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