Search Forums

(Advanced Search)

Latest Threads
Broken scripts with updat...
Forum: Obi Rope
Last Post: hariedo
7 hours ago
» Replies: 2
» Views: 83
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
19-12-2024, 07:16 AM
» Replies: 4
» Views: 682
Calculating and Reproduci...
Forum: Obi Fluid
Last Post: ZacharyP
18-12-2024, 05:49 PM
» Replies: 2
» Views: 779
Null Reference, actor not...
Forum: Obi Rope
Last Post: josemendez
13-12-2024, 12:39 PM
» Replies: 1
» Views: 168
Issue with Grasping ObiRo...
Forum: Obi Rope
Last Post: josemendez
12-12-2024, 12:00 PM
» Replies: 5
» Views: 479
Changing extruded rendere...
Forum: Obi Rope
Last Post: aderae
10-12-2024, 07:35 PM
» Replies: 2
» Views: 255
Baking a rope is causing ...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 11:06 AM
» Replies: 6
» Views: 672
Barrier belt - changing l...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 10:42 AM
» Replies: 1
» Views: 224
Path editor gizmo's appea...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 09:50 AM
» Replies: 1
» Views: 222
Problems when using multi...
Forum: Obi Cloth
Last Post: Cat3Man
09-12-2024, 03:17 AM
» Replies: 2
» Views: 303

 
  Rope 'jumps' when a particle is added or removed
Posted by: Wilbert - 05-03-2018, 10:28 AM - Forum: Obi Rope - Replies (3)

I've created a system with four Obi Rope cables and a hook for a crane simulation.
When I change the length of the rope, each time a particle is added or removed the rope makes a jump.
See video: 

I'm using this code to change the length of the cables:

Code:
 float flCableLength = rsc.rpcCablesOuter[0].GetComponent<ObiRope>().RestLength + Input.GetAxis("Hoist") * flHoistSpeed;
       foreach (ObiRopeCursor rpc in rsc.rpcCablesOuter) rpc.ChangeLength(flCableLength);

How can I prevent the 'jumping' ?

Print this item

  fluid particles not falling
Posted by: musab - 01-03-2018, 09:36 PM - Forum: Obi Fluid - Replies (2)

ive added an emitter and it emits particles , but the particles arent getting affecting by gravity for some reason they are just stuck where they got emitted 

please help

Print this item

Dedo abajo Fluid falling through bucket
Posted by: yulaw2k - 01-03-2018, 06:59 PM - Forum: Obi Fluid - Replies (2)

Is it possible to create the facuet and bucket scene but stop the water from falling through the buckets?
Anytime the cups are moved to quickly the water falls through the walls and bottom of the bucket. I need to hold water in a bucket but take care for water flying out of the bucket if the user gets....to excited.
My only idea is to put a invisible lid on the bucket to help it from pouring out until time, and destroying particles that fly out, and recreating them when they are destroyed.

I read in another post about using distance fields for improved performance???
When I try and create a distance field on the bucket (I also click the generate button on the df). I place it on the bucket but the water falls straight through. I can recreate the test environment and get that working just fine.

Print this item

  Crash report
Posted by: ipislar - 28-02-2018, 11:32 PM - Forum: Obi Rope - Replies (1)

Hi ,

  We have been using obi rope in our game for our hoses , we been experiencing two issues.

 1. the Obi rope goes through meshes , we been trying everything but in terms of collision the obirope allways go though the mesh once the tension in the rope passes a certain treshold.
 2. Crashes , they happen randomly through out the game.



Attached Files Thumbnail(s)
   
Print this item

  if loading obi fluid with corroutine, fluid does not render.
Posted by: corbinyo - 28-02-2018, 07:42 PM - Forum: Obi Fluid - Replies (2)

If I want to view a fluid like Honey but after a set amount of time - after the corroutine turn the game object to "Active" the fluid will not render out. I can see it if I select "Render Particles"

Print this item

  High friction on edges
Posted by: dimmduh - 28-02-2018, 12:22 PM - Forum: Obi Rope - Replies (1)

Hi!
Thank you for great asset!

I'm making snake (from your awesome rope). By adding force to pinned rigidbody to first vertex.

But I faced with problem - very high friction on edges. When the snake under 90 angle to surface.
Do you you know any possible way to "fix" it? to minimize friction when rope under 90 angle to surface.
[Image: giphy.gif]

Print this item

  A few questions
Posted by: IanTc - 28-02-2018, 06:24 AM - Forum: Obi Fluid - Replies (3)

Hello,

We are considering a specific game's project and are looking for a 2D fluid simulator in Unity – obviously Obi Fluid seems the best ready-made solution.
Before jumping into it however, I have a few questions, I'd be glad if you could answer them:

1) The Obi solver manual states that "2D mode is usually coupled with the use of 2D colliders". Just to make sure, are you here talking about Physics2D colliders (BoxCollider2D, CircleCollider2D, etc.) as well as 2D rigidbodies? Indeed, performance will matter a lot to us, therefore using Unity's native 2D physics engine seems necessary.

2) Is solving buoyancy computational heavy? More precisely, is having a dozen of 2D rigidbodies (each with a CircleCollider2D collider) affected by buoyancy in a moving fluid, adds a lot of stress on the CPU as compared to, for instance, having just the moving fluid with the same amount of particles and same static colliders (for the 'environment' – tank, etc – containing particles)?

3) I read that emitters are either Disk, Edge, or Sphere. I guess they can be rotated in any axis so they are 3D-space emitters. So, in 2D mode, are the fluid particles computed in 3D space, even if the physics simulation is solved in XY axes only? If so, do their relative Z positions affect anything?

4) Are some simulation processes done in parallel threads or is everything computed in the main thread?

Thanks for reading, answers will definitely help!


PS: I believe that a self-executable demo of Obi Fluid, with both 2D and 3D modes, displayed framerate, interactive particle emitters, and a few objects that can be thrown and moved in the fluid with the mouse, would definitely help people to know what to expect when purchasing your product. (I know it would for us.) Sonrisa

Print this item

  How to add external force to particular particles?
Posted by: dimmduh - 28-02-2018, 06:09 AM - Forum: Obi Rope - Replies (2)

I created custom class from ObiExternalForce, added my solver. But it does not work. Do you have any idea how to add external force to particular particles?

Code:
using Obi;
using UnityEngine;

public class ObiSnakeExternalForce : ObiExternalForce
{
   public float k = 100;
   public override void ApplyForcesToActor(ObiActor actor)
   {
       var force= new Vector4(0, k, 0, 1);
       force[3] = 1;//actor.UsesCustomExternalForces ? 1 : 0;
       Oni.AddParticleExternalForce(actor.Solver.OniSolver, ref force, actor.particleIndices, actor.particleIndices.Length);
   }
}

Print this item

  Restart rope at runtime
Posted by: leonrdo - 27-02-2018, 08:54 PM - Forum: Obi Rope - Replies (2)

My question is about restart the rope simulation at runtime. I'm trying to restart the rope to its initial state (pooled particles count, path, used particles, etc.) at runtime.
Is there a method or way to restart the simulation via script?

Print this item

  Old Version 3.2
Posted by: 13ee13 - 26-02-2018, 10:26 PM - Forum: Obi Rope - Replies (1)

Hi
I loved obi rope version 3.2 because I could use obi rope but new version 3.3 , when I press play button my ropes didnot work.I try to delete obi rope after that again import obi rope.It did not work + libOni.dll was crashed and now newest version 3.3.1 , when I press ,unity is crashing. Triste By the way ( before 3.3.1 version)
ElectricalWires scene.When I press play button ropes does not wait holding and drag the wall ( like Tear is 0 )

How can use old version ? do you have download link ? I does not see any link

Print this item