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  Initial State/Save State for Obi Solves
Posted by: TheTTimeLives - 08-05-2018, 07:39 PM - Forum: Obi Cloth - Replies (1)

Quick question to all readers,

A lot of simulation environments, especially particle driven ones (off the top of my head RealFlow and Fume), have the ability to create initial or save states in your simulation, meaning that the very first frame (or in the case of game environments, at runtime I presume) of your simulation can be set to something other than the resting state of a mesh/particle field/whatever.

Is there such a feature, or at least one with similar functionality in Obi Cloth? I'm trying to make a curtain that can be pulled in a HTC Vive VR environment across the pole above the window from which it hangs on by the user's hands. I'm currently doing this by dropping the cloth horizontally onto the pole's collider, but it is obviously not correct or effective to wait for the cloth to drop and all the motion to "wring out" of the cloth in the interim. And seemingly, Unity's cloth modifier does not have this functionality.

All possible solutions are appreciated Sonrisa

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Exclamación iOS Build Failed!!!
Posted by: tmartinez88 - 08-05-2018, 07:05 PM - Forum: Obi Fluid - Replies (2)

Hey has any one had any luck building to iOS? I've seen a few other people get similar errors. 

http://obi.virtualmethodstudio.com/forum...hp?tid=534

I've done the fix here and that takes care of a couple of errors. 


Attached is a screenshot of my console. I've tried on two computers both running 2017.4.0f1

The asset store says it supports iOS so can we get a tutorial that shows us how? 

Thanks!

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  Obi Rope sticks to the floor
Posted by: Krzysiek - 08-05-2018, 12:53 PM - Forum: Obi Rope - Replies (1)

Hello,

1) I have 2 objects connected with Obi rope (something like Rocker example scene). When both objects fall on the floor sometimes rope sticks to the floor (screenshot attached). How to avoid that issue?

2) Since I'm using Obi Rope in VR user may move controller under floor (intentionally or not) and the same problem exist. Is there any way to automatically (runtime) position rope over floor surface?


Cheers,
Krzysiek

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  Just bought asset | Errors on import
Posted by: VirtualCucumber - 08-05-2018, 03:34 AM - Forum: Obi Rope - Replies (5)

https://i.gyazo.com/53c88285de4a7838df5f...bcc868.png

Im sure its a simple fix since its a really small project I imported it to.

EDIT [FIXED]:
My "Editor" folder was interfering with Obi's Editor folder.

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  Change rope path
Posted by: leonrdo - 04-05-2018, 07:14 PM - Forum: Obi Rope - Replies (5)

I changed the curve of my rope and I see the update in the editor when i click to Initialize. Yet, when I press play, the rope start with the shape of the previous curve and once I stop the simulation the rope restore to the previous curve, even I have no record of the old ObiBezierCurve. Any ideia whats going on?

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  Pull chain through hoop
Posted by: darkcser - 04-05-2018, 05:06 PM - Forum: Obi Rope - Replies (1)

I'm trying to create a chain that can be pulled through a hoop using Obi Rope. I essentially made a 4 objects with obi colliders on them, and arranged them in a square shape for the hoop. After that I tried to shape a spline for the chain so that it can loop through the hoop. Handles were then created for the ends of the rope. The problem is that if I pull very very gently on the chain it stays and slides through the hoop but if I pull a bit faster it just goes through the hoop, and falls to the ground.

Distance constraints is already set to 1, and distance iterations on the solver is set to 10 with the other constraint iterations set to 2 or 3. Is there some sort of settings that will help to make the collision more solid? 

This is a VR project so I want to allow the user to pull on the chain through the hoop with their hands. 

I've looked at the crane example, and it seems like having a larger collider helps but I need a fairly small hoop, and don't want the chain to "float" around it.

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  libOni.dll caused an Access Violation
Posted by: darkcser - 04-05-2018, 04:53 PM - Forum: Obi Cloth - Replies (2)

I'm experiencing a crash (Obi Cloth, Obi Rope 3.4, Unity 5.6.3p2). I have two Obi Rope objects with their own solvers and 4 Obi Cloth objects pointing to a single solver. If I enable the two solvers for the rope everything is OK. Similarly if I just enable the solver for the cloth, everything is fine. However if I enable the all 3 solvers, I get a hard crash in Unity. This sometimes happens immediately while at other times it takes a few seconds. 

The log file says "libOni.dll caused an Access Violation (0xc0000005) in module libOni.dll at 0033:c017db05."

The exception from the dmp file says "The thread tried to read from or write to a virtual address for which it does not have the appropriate access" . 

I'm using simulation order: fixed update.


This project uses SteamVR if that matters. I basically have a rope attached to a connector which is attached to a chain which is attached to another connector that is attached to a number of straps (using Obi Cloth). I saw the other thread (http://obi.virtualmethodstudio.com/forum...on#pid1061

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  Errors when migrating to 2018.1
Posted by: khalvr - 04-05-2018, 10:48 AM - Forum: Obi Rope - Replies (3)

After upgrading my project to 2018.1, i get the following errors:

Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

Menu Component/Physics/Obi/Obi Particle Renderer can't be checked because doesn't exist
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)


I'm sure they're not specifically related to Obi, but rather to Unity removing or changing certain files in the upgrade process. Still, does anyone have an idea on how to get rid of these?

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  Make it rain
Posted by: Jaydena - 03-05-2018, 08:20 AM - Forum: Obi Fluid - Replies (2)

Hello,

I'm trying to emit particles over a large-ish area and have them drip out, like rain.

The closest i can get is to make the emitter radius cover the area, but the water comes out in bursts regardless of if it's on burst or stream. I'm looking to get a sporadic drip feed over the area. Is this possible?

Thank you!

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  Bug/Crash when setting timescale to 0 in lateupdate
Posted by: Corjn - 02-05-2018, 03:02 PM - Forum: Obi Cloth - Replies (3)

"Using Unity 2017.3.0p1
Latest version of Unity
Coding with Bolt"

Hey, I just bought Obi Rope and Obi Cloth, the assets are amazing and i'm really happy with it, but I got my editor crash when pausing my game (I mean, my own game pause, with a menu and everything, where in my code I set timescale to 0)

I made some tests on obi because I was not having the issue before importing it. And I noticed an issue, here is a repro : 

Open let's say the benchmark scene. Put playmode. Go to time settings. Set timescale to 0. All the flags will stop (here, it's working)

Now, redo the same but this time put the obi solver to LateUpdate. The flags won't stop and may even glitch (and in my case with my pause menu, crash)

Note that I need lateUpdate, i'm using obi cloth with a puppetmaster character ragdoll. Also, I actually don't really want to pause the cloth in the pause menu (because seing everything stop expect the character's clothing is so cool) But i would like more control over that, an option that would make obi unscaled or not. 

Thanks in advance for your time, 

Jonathan.

Edit 1: the same happens with obi rope (of course, it's the same code, but I just wanted to make sure)

Edit 2: a quick way to fix it is to put the solver to fixed update before pausing the game, or simply disable the solver for the pause. But as said above, there is no options that would make it unscaled or not.

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