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Snake wrapping
Forum: Obi Rope
Last Post: littleanchovy
3 hours ago
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Obi Rope Wave Effect
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3 hours ago
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Rod not following attachm...
Forum: Obi Rope
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Yesterday, 08:23 PM
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Trying to add DistanceCon...
Forum: Obi Cloth
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Some questions & requests
Forum: Obi Rope
Last Post: josemendez
Yesterday, 10:39 AM
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Relocating rope/solver in...
Forum: Obi Rope
Last Post: josemendez
05-08-2022, 07:03 AM
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the rope is getting long
Forum: Obi Rope
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04-08-2022, 04:44 PM
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Collider Thickness set to...
Forum: Obi Fluid
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02-08-2022, 11:52 AM
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Sand-like properties
Forum: Obi Fluid
Last Post: danik9
01-08-2022, 10:06 AM
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Stop of rotation
Forum: Obi Softbody
Last Post: josemendez
01-08-2022, 07:48 AM
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  DLL conflict on Focus 3 builds with libc++_shared.so
Posted by: Dan_Luminous - 19-07-2022, 09:26 AM - Forum: Obi Rope - Replies (7)

Hi.

We are working with Obi rope in XR contexts so have to support multiple VR devices. Obi Rope has been great for the Oculus and we'd love to keep using it with HTC Focus 3.
The problem is that the libc++_shared.so DLL collides with one that's used by the HTC android platform, breaking the build.

Do you know a workaround or deconflicting method that would allow us to keep using it without having to roll our own inferior rope system? Any input at all is much appreciated.

- Dan

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  Custom gravity
Posted by: KaanOzcelik - 18-07-2022, 04:41 PM - Forum: Obi Cloth - Replies (1)

Am I able to give custom gravity to different clothes under the same solver? Or do I absolutely have to use a separate solver to put my actors inside when I want them to be simulated differently for this?

Also, is using different solvers and exchanging actors between them impactful on performance? My game is for mobile platforms, and I need it to be as optimized as possible.

Thanks in advance!

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  Why can't display models with bones
Posted by: max88889999 - 17-07-2022, 07:51 PM - Forum: Obi Softbody - Replies (2)

Why can't display models with bones

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  Warnings on scene Play
Posted by: Romahaaa - 17-07-2022, 05:41 AM - Forum: General - Replies (2)

Hi,

Some new warnings started to appear on hit Play in Editor. I didn't open that scene with Obi Rope in it for a long time, and probably I had update Collections or Jobs since last time using Obi. 
I assume these packages updates are the reason, but I didn't find any info in manual and here in the forum what packages versions are suitable to a specific Obi version. Would be very useful to know it
I am using Obi 6.2 currently.


Here is  the warning message:

Code:
Compilation was requested for method `Unity.Jobs.IJobExtensions+JobStruct`1[[Obi.ConstraintSorter+CountSortPerFirstParticleJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintSorter+CountSortPerFirstParticleJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code.
Code:
Compilation was requested for method `Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[Obi.ConstraintSorter+SortSubArraysJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintSorter+SortSubArraysJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code
Code:
Compilation was requested for method `Unity.Jobs.IJobExtensions+JobStruct`1[[Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.ContactProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.ContactProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code.
Code:
Compilation was requested for method `Unity.Jobs.IJobExtensions+JobStruct`1[[Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.FluidInteractionProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.FluidInteractionProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code.

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  2D Triangle collider?
Posted by: bobby - 17-07-2022, 02:55 AM - Forum: Obi Fluid - Replies (5)

Hi there,

I'm simulating fluid in 2D mode, and I would like to make a triangle collider. Is there any way to do that? I tried the Edge Collider 2D but it seems like it doesn't work very well.

Bobby

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Triste Fluid in a beaker [Burst]
Posted by: shemtomke - 15-07-2022, 03:40 PM - Forum: Obi Fluid - Replies (8)

Hello, for the past week I've been trying to render a fluid in a beaker using the voxel mesh component though the fluid ends up forming a ball from this picture below. 

[Image 1] : https://ibb.co/rZzjT3p

I also had some problems setting the fluid to stop it from emitting every time (When emitting it falls down rather than staying inside the beaker). Just wanted it stable inside the beaker to make it realistic in such a way when I want to pick up the beaker the fluid is able to move or have physics like in real life when you pick up a glass of water.

I am not sure if this was the right way but I set the damping to 1 and the fluid did not fall though I don't know if this will affect the fluid later on when trying to mix with another beaker. 

Hopefully, I get some feedback/help.

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  Ropes Lagging
Posted by: Gauri7 - 13-07-2022, 12:51 PM - Forum: Obi Rope - Replies (3)

hello, 
I am using obi ropes , and using Solver_OnParticleCollision to detect there collisions
the games lags when ropes are to close to each other , can you help ?
thanks

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  Cloth Jitter
Posted by: brootas - 12-07-2022, 08:01 PM - Forum: Obi Cloth - Replies (5)

Hello! I've gone through the steps of the Character Cloth Basics video tutorial several times, including starting fresh a few times and I cannot seem to get a good result.

I'm getting a lot of jitter. If I increase the skin radius a bit, it won't jitter as much, but it allows the knees to protrude through. I've tried various settings of the backstop and backstop radius, but I've not been successful yet.

I've remade the rig a few times. I thought maybe stretching was an issue, so I got rid of the polygons in the back, but I still get jitter.

The only way I've found to get the jitter to stop is to go to the Late Fixed Updater and set the Substeps to 1. I realize this isn't the best sim, and am hoping to figure out what the root of the issue is.

How can I get a good sim and eliminate the jitter?

https://youtu.be/3kNxM1Rd_Dw

Thanks!

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Dedo arriba (Solved)When a rigidbody with a rope attached is deleted, the rope attaches elsewhere
Posted by: Hatchling - 12-07-2022, 03:07 AM - Forum: Obi Rope - Replies (2)

I've encountered an issue with pin constraints that even occurs in the demo samples provided with the asset:

When a rigidbody with a rope attached (via a pin constraint) is deleted, the rope will suddenly attach to another rigidbody in the scene.

I'm assumed originally that when one actor is deleted, any constraints between them would automatically get deleted as well. This appears to not be the case. Not to matter, it seems relatively simple to fix this: shove some code that destroys the ObiParticleAttachment script when the m_Target it points to gets destroyed.

I'm just wondering what you'd recommend to be the best way to handle this. Some ideas I had and the concerns involved with each:

  • When the attachment gets created, add a simple script with OnDisable() handler that calls a delegate. Add a new method - OnTargetDisabled() - to the delegate, which is called when m_Target is disabled. 
    Concern: While simple, it seems unnecessary and incomplete. Given that an ObiCollider is needed to make a dynamic attachment, and the ObiCollider likely already handles its own destruction or deactivation, this could be a more elegant place to handle ALL relationships between the ObiCollider and other entities.
  • Add code into the OnDestroy/OnDisable/OnEnable callbacks of ObiCollider (and/or ObiRigidbody) that ensure that upon its destruction or deactivation, relationships with other entities (be that via pin constraints, ObiParticleAttachment, or whatever other relationships I'm currently unaware of) are severed or suspended appropriately.
    Concern: Modifying unfamiliar code is always a bit risky. Plus, I'm not sure where Obi keeps track of all the relevant relationships, whether they're enumerable, or if they're stored in a way where it'd be quick and painless to find them given a ObiCollider/ObiRigidbody. Besides, ObiParticleAttachment might not be informed that the constraint it generated was removed and misbehave, and extra handling would need to take place there anyway.
  • I broke something and this is entirely my fault.
    Concern: After reviewing the diffs between the latest version of unmodified Obi and the version I'm using with my changes included, there does not appear to be any changes that would interfere with how the demo scenes work.
If I can get this working, I'd be happy to submit the code changes for inclusion in future versions. I'd imagine objects being destroyed when they have ropes attached might not be a rare occurrence in some games, and they'd likely benefit from this happening under the hood.

Thanks!  Gran sonrisa

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  white particles are rendered completely clear
Posted by: locque - 11-07-2022, 08:50 AM - Forum: Obi Fluid - Replies (4)

It looks like the renderer adds color to fluids by two sets of little blobs spread throughout the fluid that can only be a very limited amount of primary colors and blend to approximate the color you actually want the fluid to be. But instead of these blobs turning white for as you remove saturation and add lightness to the color, these colored blobs instead become more transparent until they fade away completely at FFFFFF leaving the fluid with no color of its own and only lighting, reflections, and refraction.

[Image: nFSKTcG.png]

This is what you can see in image 1, which has the particle color in the emitter set to FFFFFF. The blueish color is coming only from reflection of the skybox. What I want is what you see in image 4 though, which is an edit of the blue fluid in image 3. I just desaturated and lightened the blue channel, and now the fluid actually has its own color and is much more opaque than what the renderer produces for a white fluid.

The only way I can bring some of the white into the fluid is by lowering the transparency of the fluid renderer as seen in image 2, which is not an option for what I'm trying to do since the white fluid needs to mix with other clear fluids, which means they need to be on the same renderer and same transparency setting. Other than that I also just much prefer the clean transparent look without the shadows, especially the dithered ones from other particles.

Is there any way to get something like image 4 from the renderer with transparency set to 1? I tried playing around with the blending modes, but I found nothing that looks the way I want. The only thing that added some opacity was using one and one / additive blending, but that seems to remove most lighting detail and makes darker fluids way too bright.

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