Search Forums

(Advanced Search)

Latest Threads
Broken scripts with updat...
Forum: Obi Rope
Last Post: josemendez
5 hours ago
» Replies: 1
» Views: 72
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
19-12-2024, 07:16 AM
» Replies: 4
» Views: 679
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: 165
Issue with Grasping ObiRo...
Forum: Obi Rope
Last Post: josemendez
12-12-2024, 12:00 PM
» Replies: 5
» Views: 476
Changing extruded rendere...
Forum: Obi Rope
Last Post: aderae
10-12-2024, 07:35 PM
» Replies: 2
» Views: 254
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

 
  Collision & Stickiness to Moving objects
Posted by: Markles - 03-02-2018, 08:09 AM - Forum: Obi Fluid - Replies (2)

Hi,

We just got Obi Fluid for our little project because it just looked awesome (and it is!)

I've taken the FluidViscosity scene and the Obi items within it, and repurposed them in my scene with some adjustments and it looks great...but now I'm wondering how I can, or if, the obi particles/fluid will stick on a moving object - they just slide off right now even with all the stickiness parameters increased. 

- The example attached is just me moving the (grey) object that the particles land on. 
- The Collision Material has a Friction of 1, Stickiness of 1, Stick Distance of 0.2
- The Emitter Material has a Smoothing of 1, Viscosity of 2, Surface Tension of 2
- The Solver is default from the Sample Scene (I think), Collision Constraint is Enabled, Stitch Constraint is Enabled, Density Constraint is Enabled

Print this item

  Issue with Rope (Chain) in scene
Posted by: Sbmhome - 03-02-2018, 05:05 AM - Forum: Obi Rope - Replies (4)

Hi,
I created a chain (similar to the example scene). After I saved the scene, it works. 

After I continue to work on my scene (without making any changes to the chain), I notice that the mesh for chain shows up in the scene view (when its not running ) and I can't select it. Even if I delete the Obi rope from the scene it stays there, until I reboot Unity.

This in itself is a bug, however my real issue is that at this point if I bake Occlusion Culling in the scene, the Obi Rope causes the scenes Occlusion Data to be corrupted. This prevents me from opening the scene (it crashes every time), until I manually delete the Occlusion Data for the scene.

If i remove Obi rope from the scene, I can then re-bake the Occlusion Culling and I have no more issues.

Note: I also have Obi Cloth installed and I have no issues with it.

Unity 5.6.3 p4

Print this item

  Build size on mobile
Posted by: Wade Howard - 02-02-2018, 06:00 AM - Forum: General - Replies (1)

This may be a silly question (certainly lazy of me anyway) but I couldn't find any info on this.
I am in the design phase of my project and am curious what the approximate build sizes are for cloth, rope and fluid on IOS and android are. 
Just checking that these features won't figure heavily into my 100mb budget since AFAIK they are using their own physics library.
Unity is still a bit new to me, so I'm not sure by looking at the package files as to what gets included in a build...

Thanks for any info.

Print this item

Sorprendido Crash report
Posted by: zhuchun - 31-01-2018, 09:03 AM - Forum: Obi Rope - Replies (9)

Hi,

My editor has crashed randomly these days, would you please have a look? 

error.log
==================
Unity Editor [version: Unity 2017.2.0f3_46dda1414e51]

libOni.dll caused an Access Violation (0xc0000005)
  in module libOni.dll at 0033:ed69cade.
==================

Editor.log
========== OUTPUTING STACK TRACE ==================

0x00007FF8ED69CADE (libOni) SetDiffuseParticleNeighbourCounts
0x00007FF8ED6E98C6 (libOni) Generate
0x00007FF8ED6EADE1 (libOni) Generate
0x00007FF8ED6E94A9 (libOni) Generate
0x00007FF8ED710559 (libOni) Generate
0x00007FF8FAC71FE4 (KERNEL32) BaseThreadInitThunk
0x00007FF8FB91EF91 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

Dmp file:
https://drive.google.com/open?id=1BTjqHO...rRv0CMY8gK



Cheers,
Zhu Chun

Print this item

  Installation Issue Unity 2017.3.0F3: script errors
Posted by: izzyschneerson - 30-01-2018, 08:40 PM - Forum: Obi Cloth - Replies (6)

After importing OBI Cloth into my project I cannot enter Play-mode anymore: have to fix compile-errors.

These are the errors:

 
Assets/Standard Assets/Utility/SimpleMouseRotator.cs(3,27): error CS0234: The type or namespace name `CrossPlatformInput' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
 
Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs(11,16): error CS0246: The type or namespace name `ThirdPersonCharacter' could not be found. Are you missing `Obi.Characters.ThirdPerson' using directive?


Unity Editor Version:

 2017.3.0f3

I have deleted OBI from my project and reimported all earlier assets, but that did not work

Print this item

  Sporadic Performance Drops
Posted by: salvetori - 30-01-2018, 05:44 PM - Forum: Obi Cloth - Replies (12)

Hello,

I've been having an issue where every few seconds I will encounter a massive momentary drop in performance. In this scenario the cloth I am simulating is following the character cloth setup from the documentation, and is currently not colliding with anything. The solver is using the default settings save for having the simulation space set to local and having the simulation order set to late update. The cloth being simulated has thickness, with self collisions enabled. However, enabling a cloth proxy or not didn't seem to have an effect on this performance spike happening. I also tested simply disabling every single constraint and that also did not seem to have an effect.

[attachment=70]

I followed some of the pointers found in this thread: http://obi.virtualmethodstudio.com/forum...d-200.html
Unfortunately these didn't change the outcome.

The demo scenes that come with obi cloth perform fine and I don't encounter this issue in those demo scenes, particularly in the character cloth scene that I am trying to emulate.
I am not really sure what is going on so I'd appreciate some help. Let me know if you guys need more info.

[attachment=69]

Edit:

So, I was incorrect in saying that the performance spikes don't happen in the different demo scenes. This is the benchmark scene profile:

[attachment=71]

Is this just a symptom of having a weak processor?
I have a AMD 6300 Six-Core Processor
I am also using Unity 2017.3.0f3

Is there some other way to prevent these performance spikes from happening? Or am I out of luck?

Print this item

  ParticleCollisionEvent OnParticleCollision
Posted by: UTFLuke - 29-01-2018, 03:46 PM - Forum: Obi Fluid - Replies (5)

Hi there,

i was wondering, how to create an ParticleCollisionEvent in a OnParticleCollision function. 
I can get the Particle collision via this function.
But i am not sure, how to build an ParticleCollisionEvent from this. Or how to get the Info from the collision from the code below.

My goal is to get aVector3 Intersection of the Collision, and the normal Sonrisa

void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        for (int i = 0; i < e.contacts.Length; ++i)
        {
            if (e.contacts[i].distance < 0.001f)
            {
                Component collider;
                if (ObiCollider.idToCollider.TryGetValue(e.contacts[i].other, out collider))
                {
                }
 
            }
        }
    }

thx for any help Sonrisa


I actually got that to work, I used 
e.contacts[i].point as the intersect Point
e.contacts[i].normal as the normal
(pretty obvious Lengua)

Now i just ran into another Problem. The OnParticleCollision triggers quite often, but I would rather like it to trigger it only on the first collision. What would be a good approach to achieve that behaviour?

Thx in regards,
A ObiFluid - Noob

Print this item

  Firehose
Posted by: moXier - 29-01-2018, 03:33 PM - Forum: Obi Rope - Replies (3)

How can I simulate a fire hose.
Right now one of the  ends are stuck to a nozzle, but when I walk away it is very weird, I want it to become longer and not glide around XD.

Print this item

  Large Radius Liquid Transfer Pipe that can be picked up at any point for HTC Vive
Posted by: AccqwTit - 29-01-2018, 08:16 AM - Forum: Obi Rope - No Replies

Good day,

I am building a program the simulate a fuel plant, for HTC Vive. 

I have several issues that I am experiencing:

1. Large radius pipe that transfers fuel from the plant to the truck: When I attach SteamVR throwable script to the object attached to the end-point of the rope, the whole rope malfunctions.

2. Collision effect seems not to work on SteamVR teleportation platforms. The rope cannot detect colliders.

3. Fuel Transfer pipe seems not to have weight, and it stretches. I applied the distance constraint, but I am not winning.

4. I also want to be able to pick the pipe from any point of the rope. Including the object attached at the end of the rope.

Print this item

  Bug + fix: IndexInActor not updated in solver after a particle kill
Posted by: tooomg - 28-01-2018, 05:34 AM - Forum: General - Replies (3)

Hi there!

I was doing some kind of fancy particle management when I came across a bug preventing me to delete the last particle of an emitter if another particle from the same emitter has been killed before. (Note: I've been killing it the "proper" way, setting its life to zero)
The bug was due to the fact that the IndexInActor field from the ParticleInActor class in the solver is not updated when a particle is killed by the Emitter. The consequence is that when deleting my 2nd particle, its IndexInActor still "pointed" to the particle I just killed before and was moved to inactive particles group at the end of the list.
I took a quick look and it seems that there's nowhere where IndexInActor is updated, so the fix boils down to doing it in KillParticle:

Code:
       public bool KillParticle(int index){

           if (activeParticleCount == 0 || index >= activeParticleCount) return false;

           // reduce amount of active particles:
           activeParticleCount--;
           active[activeParticleCount] = false;

           // swap solver particle indices:
           int temp = particleIndices[activeParticleCount];
           particleIndices[activeParticleCount] = particleIndices[index];
           particleIndices[index] = temp;
           // FIX BEGIN
           solver.particleToActor[particleIndices[index]].indexInActor = activeParticleCount;
           solver.particleToActor[temp].indexInActor = index;
           // FIX END

I tried it on my scene and if fixes the problem wonderfully!
I guess this was the intent of the existing swap in particleIndices above (cf the comment), but the change is not deep enough in the system for it to work correctly.
Unless the bug was due to me using the system in the wrong way, I guess it would be good to have this extra piece of logic integrated in the next release.

Cheers!

Print this item