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Pipeline that bends
Forum: Obi Softbody
Last Post: 5G_Zendmast
Yesterday, 02:00 PM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
Yesterday, 10:29 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: 235
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 126
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slow down the solver |
Posted by: wixar172 - 25-10-2018, 10:42 AM - Forum: Obi Cloth
- Replies (2)
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hello,
is it possible to slow down the obi cloth solver?
what i tried:
-setting the damping to 0.9999
-reducing and increasing the substeps (i noticed that increasing it would speed up the simulation) at 1 its the slowest possible, but that is still way too fast
-increased and decreased the iterations on the constraints with no effect
-distance constraints stiffness to 0, and slack all the way up to 1, also with no effect
-i reduced the the timescale and also increased the fixed update in unity it got super jaggy, i made the mode in the solver interpolate (speed got back to normal with minor benefits towards the goal im aiming for)
-a combination of all of the above
what i am trying to achieve is this:
stretch the cloth (which i was successful in) but slow down it's return to normal considerably
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Multiple fluid colors in Simple Fluid |
Posted by: george_playbite - 24-10-2018, 04:14 PM - Forum: Obi Fluid
- No Replies
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Hi there,
I noticed that when using the Simple Fluid Renderer with the SimpleFluid material, the fluid uses the color that's defined in the material, and not the one defined in the Obi Particle Renderer component.
How can I make the Simple Fluid Renderer work with multiple emitters of different colors? Do I have to write my own renderer or is this supported out of the box?
Thank you,
George
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Fluid not rendering in Android |
Posted by: george_playbite - 24-10-2018, 04:08 PM - Forum: Obi Fluid
- Replies (5)
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Hello,
I ran the FluidMill sample on my Android and understandably the performance was not great. I duplicated the scene and change the camera's Fluid Renderer to a Simple Fluid Renderer with the SimpleFluid material and changed the Obi Particle Renderer's shader to Obi/Fluid/Simple2DFluid.
This renders fine in the editor when I hit Play, but running directly on Android, the fluid is invisible (still affects the mill).
Can you point me towards how to fix this?
Thanks,
George
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Fluids in VR |
Posted by: Odedk14 - 24-10-2018, 07:50 AM - Forum: Obi Fluid
- Replies (1)
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Hi,
I'm developing a VR game and wanted to know if there is any issues with using the Fluid in VR environment (Oculus Rift & HTC Vive)?
I intend to use it in small scale (drink machine, boiling water, etc.)
Was this tested in VR environment?
Thanks,
Oded/
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Attaching two pieces of cloth together |
Posted by: zezafa - 19-10-2018, 06:11 PM - Forum: Obi Cloth
- Replies (2)
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Hello,
I am quite new to ObiCloth plugin and still learning basic aspects. I am looking for a method to attach several pieces of cloth together to form a piece of clothing e.g. a T-shirt. This is exactly the method/effect I would like to replicate with Obi and Unity: https://vimeo.com/185906538 . I was thinking about setting pin constraints between particles from one cloth object to another, but it seems that pin constraints can only be set between rigid body and particles. Is there another way to create "to sew" two pieces of cloth together?
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How to Cloth Reset |
Posted by: madcatgames - 17-10-2018, 10:32 AM - Forum: Obi Cloth
- Replies (2)
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Hello.
Recently I bought the ObiCloth and it seems like it mostly works pretty well.
But I've got one question.
I set ObiCloth on the character's( for my project ) skirt, and when the pose changes, I want to initialize ObiCloth as well.
In the forum, someone tells that I can use ResetActor ()
However, when I use ResetActor (), the initial state and what I see as a result are different. That result is not I wanted.
I'll attach a screenshot.
1. just after the runtime
2. End Simulation
3. Run 'ResetActor()'
What I want is to return the skirt as it was in the first image.
(I want it to work like a Rewind button on the Obi particles Edit mode)
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Initialize ObiCloth at Runtime |
Posted by: OrangMosquito - 17-10-2018, 09:16 AM - Forum: Obi Cloth
- Replies (1)
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Hi, I followed your tutorial for creating cloth at runtime. It didn't work, and it was visible in the inspector that the ObiCloth was uninitialized (there's no public method for initalizing at runtime). How do I go about this? Or might it be another problem?
Many thanks.
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Several Issues with Rope-->Android |
Posted by: thanathozz - 17-10-2018, 07:29 AM - Forum: Obi Rope
- Replies (2)
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Hello guys,
I tried to setup Obi Rope for my Android (OculusGO) Project, but when im about to build alot of error messages pop up.
Code: Exception: Unknown CPU architecture for library Assets/Obi/Plugins/iOS/libOni.a
UnityEditor.Android.PostProcessor.Tasks.NativePlugins.ProcessPlugin (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String pluginPath, System.String pluginTargetCPU)
UnityEditor.Android.PostProcessor.Tasks.NativePlugins.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:287)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I built it for Android and built it before already (and it worked on my go), but I wonder why it searches in /Plugins/IOS instead of /Android? Am I missing something here?
edit: The build worked without the Obi asset installed / imported. I didnt get it work with the Obi Asset imported yet
Second error:
Code: NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRopeThickRenderMode.Update (UnityEngine.Camera camera) (at Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs:30)
Obi.ObiRope.UpdateVisualRepresentation () (at Assets/Obi/Scripts/Actors/ObiRope.cs:603)
Obi.ObiRope.OnValidate () (at Assets/Obi/Scripts/Actors/ObiRope.cs:328)
This might be because i tried to build an example Scene.
Third error:
Code: Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
I've read that this could be / or is an Unity related Issue.
Any help would be appreciated, since the physics look quite astonishing and I really wanna use it in my projects 
Kind regards,
Phil
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Obi-rope asset disappearing in build |
Posted by: rebeck14 - 15-10-2018, 09:19 PM - Forum: Obi Rope
- Replies (4)
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Hey guys -- Thanks for your help with an earlier post about obi-fluid. I'm now having issues with Obi-rope. We initially created an Obi-rope asset that worked both in the editor as well as in a build (Windows 10 64-bit). At some point in our development, this Obi-rope asset would only appear in the editor, but, when when we would make a build, it would no longer appear. My thought was that the obi-rope asset was getting corrupted somehow, so I rebuilt my Obi-rope asset from scratch and it seemed to have fixed the issue...
Unfortunately, after a couple days of running this build (that has not changed, to our knowledge, at all) we're seeing the same disappearing behavior. Any thoughts what would cause this?
My team has been using git for version control and we were curious about learning how the Obi-rope asset is stored in memory. If you have any ideas, please let us know. THANKS!
++j
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