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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
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How to dynamically change...
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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Force Zone apply differen...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
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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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Coat Buttons |
Posted by: ncthbrt - 27-08-2018, 06:35 AM - Forum: Obi Cloth
- Replies (5)
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Hi there,
I've been using Obi Cloth for the last week or so and it's been great but there has been one major stumbling block I've run into, which is correctly positioning and rotating buttons on a coat. I've been able to pull particle positions from script (which was also very useful for an untied belt) but struggling to get the buttons to face normal to the surface. Any suggestions as to how to solve this problem?
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Trouble with local sim ObiSolver as child of interpolated Rigidbody |
Posted by: jabza - 26-08-2018, 08:49 PM - Forum: Obi Cloth
- Replies (2)
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Hi,
As the title says, I'm attemping to use a 'locally-simulated' ObiSolver parented to a Rigidbody with it's interpolation set to 'Interpolate'.
Despite smooth Rigidbody motion, the various ObiCloth's (which are children of the ObiSolver), begin to jump / stutter sporadically as the Rigidbody picks up even a small amount of speed.
In my scene, the camera Lerps towards the RB. And the motion of the RB appears smooth both in Game and Scene view. But the motion of the various ObiCloth objects remains 'stuttery' in both views.
When interopolation of the RB is set to 'none', everything is smooth! Or at least when it stutters, it stutters in tandem with the parent RB. (However I still need interoplation for other reasons, so unfortuantely this is not a fix).
What I've tried:
Enabling interoploation on the ObiSolver itself actually appears to make the problem slightly *worse*.
I tried moving the ObiSolver directly onto the RB, rather than as a child. Unfortunately this made no difference.
Changing simulation order to 'LateUpdate' makes a big difference, although with still a tiny amount of stuttering. However, ideally I'd use FixedUpdate. -- As the documentation describes, LateUpdate is great for scenes which update object transform's outside of the physics loop. However, this is not the case for me, everything is driven via physics & FixedUpdate. Which is why I'm a little puzzled...
I'm using ObiCloth 3.5 with unity 2018.2.5f1.
My ObiSolver looks like so:
![[Image: 600VuBG.png]](https://i.imgur.com/600VuBG.png)
Any help on this would be greatly apprecaited.
Thanks in advance.
- Just to add, I've been super happy with ObiCloth 3.5, the enhancements to local solvers have benefited my project *greatly*, and makes Obi that little bit more flexible. Hats off and thanks!
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Poor Sample Performance |
Posted by: Armadous - 25-08-2018, 07:34 PM - Forum: Obi Fluid
- Replies (12)
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Hi, I just bought Obi Fluid and I'm having issues with very poor performance inside Unity. Most of the samples quickly fall below 15 fps and it seems that collisions are breaking down, especially with thick fluids. Running a release builds of the sample projects also didn't help.
https://i.imgur.com/SWJA8yl.gifv
My cpu is far from modern however I expected it to capable of running reasonable scenes, especially the samples. I have an 8 core AMD FX-8150 3.6GHz. I'm running windows 10, 16gigs of ram, and a GTX 1080 Ti.
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Is there a way to check that simulation done and all particles is sleeping? |
Posted by: mmortall - 22-08-2018, 03:48 PM - Forum: Obi Cloth
- Replies (5)
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I need somehow to know that all particles are in sleep state. Because I need to stop simulation then, save simulation mesh etc.
For now I use just a timer, but I want to use some smart way to check simulation done. So basically I need to know a percent of perticles are in sleep state and if like 99% in sleep state then considering simulation done.
It there a way to do what I wan currently?
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2018 HD-SRP Support |
Posted by: Hammy - 22-08-2018, 10:47 AM - Forum: Obi Fluid
- Replies (1)
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Hello,
I've been doing a lot more work in the HD pipeline and was hoping to use the fluid setups in there. Do you have an plans in the future to create compatible shaders? Is there an easy way for a user to edit them to make them work?
Thank you so much for your awesome work ^_^
Hammy.
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Not realtime simulation without affecting FPS |
Posted by: mmortall - 21-08-2018, 11:39 AM - Forum: General
- Replies (3)
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Is there a way to do not-real-time simulation in the background without affecting FPS?
I need to do a complex simulation with lots of substeps with high poly meshes and this affects fps. So I am going to show some progress bar and do simulation in the background.
Is this possible somehow?
I need this for Cloth and Soft Body simulation.
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problem with changing distance constraints parameters through script |
Posted by: h00man - 20-08-2018, 10:10 AM - Forum: Obi Rope
- Replies (4)
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hi, i been trying to make a grapple hook similar to the included one in the package,when i shoot the hook game object and it sticks to other objects i need the robe to be much less stretchy.im using a simple script to control the prematers of distance constraints ,it works fine and it changes the parameters correctly .the problem is , it only changes the numbers .the real changes only going to be applied when i insert the numbers to obi solver manually.
how do i change the distance parameters like iteration and relaxation by script and see it actually happen in the play mode?
and here is the code:
public void less stretch()
{
obiRopi.GetComponent<ObiSolver>().distanceConstraintParameters.iterations = 38;
obiRopi.GetComponent<ObiSolver>().distanceConstraintParameters.SORFactor = 1.5f;
}
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Fluid Renderer doesn't work on two sample scenes |
Posted by: redhairjino - 20-08-2018, 07:29 AM - Forum: Obi Fluid
- Replies (3)
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While trying to look through Simple Fluid sample scene to find out how Simple Fluid Renderer works,
I've found out two sample scenes - MultipahseFluidBuoyancy and SimpleFluid - don't work properly.
All other scenes works fine.
My Unity version is 2018.16f1 and I've downloaded the asset on 8/17/2018.
Could you tell me how to fix it?
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