Latest Threads |
Broken scripts with updat...
Forum: Obi Rope
Last Post: hariedo
3 minutes ago
» Replies: 2
» Views: 76
|
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
19-12-2024, 07:16 AM
» Replies: 4
» Views: 680
|
Calculating and Reproduci...
Forum: Obi Fluid
Last Post: ZacharyP
18-12-2024, 05:49 PM
» Replies: 2
» Views: 775
|
Null Reference, actor not...
Forum: Obi Rope
Last Post: josemendez
13-12-2024, 12:39 PM
» Replies: 1
» Views: 166
|
Issue with Grasping ObiRo...
Forum: Obi Rope
Last Post: josemendez
12-12-2024, 12:00 PM
» Replies: 5
» Views: 478
|
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: 671
|
Barrier belt - changing l...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 10:42 AM
» Replies: 1
» Views: 222
|
Path editor gizmo's appea...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 09:50 AM
» Replies: 1
» Views: 220
|
Problems when using multi...
Forum: Obi Cloth
Last Post: Cat3Man
09-12-2024, 03:17 AM
» Replies: 2
» Views: 301
|
|
|
Unfix cloth on runtime |
Posted by: domkonecny - 25-02-2018, 04:06 PM - Forum: Obi Cloth
- Replies (1)
|
|
Hello, another question.
I have my cloth that has some particles fixed through unity editor -> Particle editor . But at some point in the game i need to set all of these particles as unfixed. As is possible in the editor. Or in general.. how to acess all particle parameters (and possibly change them) on runtime (mass, radius, fix/unfix, phase, etc..) ?
|
|
|
About PinConstraint Scripting |
Posted by: Cannias - 21-02-2018, 09:49 PM - Forum: Obi Rope
- Replies (4)
|
|
Hey there!
I want to snap the ObiRope to the block i have in scene in runtime. I can snap one end of the ObiRope but the other end of ObiRope doesn't seem to be working i simply check for conditions (collider trigger, onMouseUp, etc.) and remove the PinConstraint from Spheres then add new PinConstraint to the block
As you can see in the video, white sphere (which is Pinned to the first particle) does what i want but the black one doesn't. I can't get the last particle of ObiRope. Here's my code for snapping:
Code: int addIndex; //Index of particle which i add PinConstraint (to block)
int removeIndex; //Index of particle which i remove PinConstraint (from sphere)
if (gameObject.name == "WhiteSphere")
{
//Remove the second PinConstraint & add PinConstraint to the first particle
addIndex = 0;
removeIndex = 1;
}
else
{
//Remove the first PinConstraint & add PinConstraint to the last particle
addIndex = obiRope.UsedParticles;
removeIndex = 0;
}
obiRope.PinConstraints.RemoveFromSolver(null);
ObiPinConstraintBatch batch = (ObiPinConstraintBatch)obiRope.PinConstraints.GetBatches()[0];
batch.RemoveConstraint(removeIndex);
batch.AddConstraint(addIndex, blockObiCollider, new Vector3(0.8f, 0, 0), 1);
obiRope.PinConstraints.AddToSolver(null);
Thanks in advance!
|
|
|
Position of cloth in world space |
Posted by: domkonecny - 21-02-2018, 01:04 PM - Forum: Obi Cloth
- Replies (2)
|
|
Hello,
I am unable to get any information about position of my cloth. In my project the cloth is flying through space and is followed by camera. I started using obi and cant find the info about position anywhere. I dont need exact position. Rough estimate of cloths center would be great. Any ideas how?
|
|
|
More Issues |
Posted by: coverclubmedia - 21-02-2018, 01:29 AM - Forum: Obi Cloth
- Replies (2)
|
|
I really wish this product would work for my situation, but it's just not doable from what I have gathered.
When working in local space, it works great, but it seems I'm forced to using one character. Toggling this feature off cause issues when warping your character or moving too quickly. The mesh will stretch to each location and it's really bad. This issue makes non local space a no go.
Local space is the spot I want, but the Debug warnings eat up CPU via the console so I removed them(easy fix). However when I instantiate things start to move all over the place. Constraints are confused between the solvers which now I see why you had the warning. To add in new layers for each solver and it's respective colliders is just not doable in my situation. Layers are important and I use them a lot for other things. I could spare 1 or 2.
A couple other strange behaviors I noticed were at start the cloth pops as if force is applied from below.
I really want this to work but it's just too risky to spend a long time redoing my game for this asset when it poses the above issues and is eating up a lot of CPU. Even with the tweaks suggested in another post it's a still really heavy when using more then 1 character.
If you would be kind enough to provide a refund that would be great.
FYI the script when you compile it throws an error, line 510 of Obicloth.cs and line 200 Obibone.cs both have the issue the variable "restPositions" is already a variable in and needs a new name. I suggest changing it to something different.
Thanks.
|
|
|
Simulation of modeling clay |
Posted by: altalias - 20-02-2018, 06:46 PM - Forum: Obi Fluid
- Replies (1)
|
|
Hi,
This is a long shot, but i was curious if Obi Fluid is flexible enough to simulate solid materials that undergo plastic deformations. I don't need accurate simulations, just something that works close enough to allow a material to hold it's shape and be bent/folded in a way that's relatively predictable. As far as i've researched, particle-based solutions seem to be the best way to do this. Here is an example: https://www.youtube.com/watch?v=m7js12tGFVA
|
|
|
Obi Rope 3.3.0 - Bunch of warnings |
Posted by: luisfonseca - 20-02-2018, 11:37 AM - Forum: Obi Rope
- Replies (4)
|
|
Hi, I just updated to the latest Obi Rope version and I'm getting a bunch (32 to be more exact) of warnings.
Why is that the case? I would expect a premium plugin like this to be more careful with these kind of things.
|
|
|
Suggestions for Performance |
Posted by: coverclubmedia - 20-02-2018, 02:27 AM - Forum: Obi Cloth
- No Replies
|
|
Hi,
I've got a rigged up character with a robe and I really like the look, however once I add in a few more of the same character things drop dramatically. There is no way I could incorporate this amount of CPU loss into my game. I have a roster of 7 characters who will need at most 2 cloth scripts and 1 solver each, plus several NPC on a screen this could total around max 20. I've got it down to 5 interations total for each solver all seem to run better in Late update, and time is set to .02 in unity.
Am I dreaming with this idea with your asset? I currently have it working with Unity cloth and it's performance is pretty good but the bugs, crashes and look of it is not as nice.
Any tips or documentation that could help would be great.
Edit: I've watched the video about tweaking it and it helped but even still 3 of those trenchcoat guys and it's tanking to 30FPS from 160FPS. Using my low poly character it sit's at 260FPS with one character, and two it drops to 60FPS.
Edit 2: there is this warning that is eating up a lot of that FPS: Obicolliders used by obisolvers simulating in local space cannot be shared by multiple solvers. please duplicated... I don't quite understand that warning. I duplicated the entire character, including the colliders.
Thanks
|
|
|
|