Search Forums

(Advanced Search)

Latest Threads
Broken scripts with updat...
Forum: Obi Rope
Last Post: hariedo
21-12-2024, 10:35 AM
» Replies: 0
» Views: 45
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
19-12-2024, 07:16 AM
» Replies: 4
» Views: 671
Calculating and Reproduci...
Forum: Obi Fluid
Last Post: ZacharyP
18-12-2024, 05:49 PM
» Replies: 2
» Views: 771
Null Reference, actor not...
Forum: Obi Rope
Last Post: josemendez
13-12-2024, 12:39 PM
» Replies: 1
» Views: 164
Issue with Grasping ObiRo...
Forum: Obi Rope
Last Post: josemendez
12-12-2024, 12:00 PM
» Replies: 5
» Views: 470
Changing extruded rendere...
Forum: Obi Rope
Last Post: aderae
10-12-2024, 07:35 PM
» Replies: 2
» Views: 246
Baking a rope is causing ...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 11:06 AM
» Replies: 6
» Views: 662
Barrier belt - changing l...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 10:42 AM
» Replies: 1
» Views: 221
Path editor gizmo's appea...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 09:50 AM
» Replies: 1
» Views: 215
Problems when using multi...
Forum: Obi Cloth
Last Post: Cat3Man
09-12-2024, 03:17 AM
» Replies: 2
» Views: 294

 
  Fluid Performance: Primitive Colliders vs Mesh Colliders
Posted by: writer51 - 24-12-2017, 03:55 AM - Forum: Obi Fluid - Replies (4)

I was wondering if there is documentation anywhere regarding the performance of obi on primitive vs mesh colliders. I seem to be getting a very noticeable performance drop in editor from subscribing to collisions on a mesh collider vs primitive colliders (tested boxes, capsules - all seem fine). Is this just a natural consequence of using mesh colliders- just seem strange, I go from 135 fps with primitives down to 40 fps with mesh collider, everything else being the same.

Print this item

  Metaball Effects ?
Posted by: Ca935 - 24-12-2017, 12:01 AM - Forum: Obi Fluid - Replies (1)

Hello 

I am using unity to create a 360 spherical VR movie (rendered frames). I need a metaball / blobmesh like effect where spheres of fluid emerge from a wall of fluid. The spheres that have emerged are captured by animated characters and hauled away. Does this sound like a job for Obi fluid ? I am imagining constraining the fluid particles to an object that I can animate to guide the motion of the blobs so I can then link to the characters. I have only a few hours in with Obi so far and see some very nice results. If some one could suggest a workflow or tell me that this isn't the right tool. That would be incredibly helpful. Also can the fluid renderer cast shadows?

Cheers

Ca935

Print this item

  I have a problem of the Obi tearable cloth Plugin.
Posted by: james3302 - 22-12-2017, 08:08 AM - Forum: Obi Cloth - Replies (1)

Hey guys, I have a problem of Obi tearable cloth. Version is Unity 2017.2.0f3 (64bit). 

I wish to modify the subordination mesh at Runtime, but when I modify GetComponent<Mesh Filter>(). mesh on Runtime, can't apply cloth Rigidbody.

Where should I find the modifiable Mesh on Runtime?

Thanks.

Print this item

  Sample Scene Errors - Unity Version 2017.3.0f3
Posted by: dgooding - 21-12-2017, 12:03 AM - Forum: Obi Rope - No Replies

Heyo

Just picked up Obi Rope today.
there were some errors with the sample scenes, so I tried just throwing the asset on an isolated project by itself, and am still getting the error.

line 408
ObiSolver.cs

the particleIndices array length is longer than the CurrentActor.active length, so it is getting Array index is out of range.

I tried just breaking the loop if was beyond the actor length, but that produces some strange results.



Daniel

Print this item

  Installation Issue Unity 2017.3.0F3
Posted by: DemeterDKD - 19-12-2017, 07:52 PM - Forum: Obi Cloth - Replies (2)

I received this error while importing Obi Cloth into my project

Assets/Obi/Rendering/ShadowmapExposer.cs(8,8): error CS0108: Warning as Error: `Obi.ShadowmapExposer.light' hides inherited member `UnityEngine.Component.light'. Use the new keyword if hiding was intended

Because of this error I cant start my game any more Triste

Any thoughts on how I can fix this?

Print this item

  Garbage from subscribing to collision events
Posted by: writer51 - 16-12-2017, 11:16 PM - Forum: Obi Fluid - Replies (18)

Can we have a conversation about the ridiculous amount of garbage that is generated from subscribing to collision events. I've seen anywhere from 25-30kb to 200-300kb on almost every frame just by subscribing to collision events. I've tried e-mailing support but no solution was ever provided. Is there nothing you fine programmers at Obi can do to fix this? There is no way you can have this much garbage generating over and over without crashing performance. This is a ridiculous price (and practically unusable one) to pay for getting some information from collisions. I implore you to please take a look.

Print this item

  Standard (Backfaces) Shader not shading front faces
Posted by: aaronfjerstad - 12-12-2017, 12:40 AM - Forum: Obi Cloth - Replies (1)

I'm working on some clothing that looked weird because back faces weren't rendering, so I used the Standard (Backfaces) shader. As soon as I did, the front faces stopped drawing:

https://imgur.com/a/KJwAD

I'm running the latest stable version of Unity 2017, on Windows 10, using DirectX11, and the skirt model has no thickness.

Print this item

  Mesh Collider Support-Dynamic Form
Posted by: mimarilker - 09-12-2017, 03:39 PM - Forum: Obi Fluid - Replies (1)

Hi,

I am trying to deform mesh at runtime. Actually there’s no problem with this, mesh collider is updated at every frame and rigid body interactions are occurred accurately. However, Obi collider do not take the new mesh into consideration, this is very frustrating actually. I have tried every workaround but couldnt find any trick. You can easily reproduce this failure with just attaching a mesh collider to a simple cube(first remove box collider than add cube filter to mesh collider), then changing it’s mesh collider from cube filter to a sphere filter "at runtime". You will see that ObiCollider doesn’t consider this change. However it gives response to basic transform changes like scale, move or rotate.

Lastly, this is a very very important feature to use ObiFluid package with dynamic forms. I really need this and I am willing to hear from you that it can be fixed quickly. Thanks.

Print this item

  200 Ft Suspension bridge -crazy rope issue
Posted by: Ascensi - 07-12-2017, 03:24 AM - Forum: Obi Rope - Replies (2)

Hi I'm having an issue with the rope colliders not being an equal distance from each other and it seems to cause jitters- how can I make them equal? I have the rope set to .04 thickness,  0.351 resolution and 5000 particles... the bridge is approximately 200 feet long.
I've also added tether constraints because the rope would just keep stretching but also how the bridge sections are currently hanging doesn't seem natural/fluid yet maybe reduce the stiffness?

I have a video example but don't want to post it here.

Thanks, Kurt.

Print this item

  webGL support?
Posted by: mimarilker - 01-12-2017, 10:35 PM - Forum: Obi Fluid - Replies (2)

Hi,

Does OBI support webGL? Actually, I have tried every workaround for a long time, but it doesn't work. I am getting an error like that: "An error occured running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort("To use dlopen, you need to use Emscripten's linking support)".

Lastly, I have disabled all the plugins that I used step by step to check which one causing to the error, and I saw that without OBI package everything works fine Triste

Is there any solution for now? or will OBI Fluid support webGL in the upcoming versions?. It's a very important issue for me, thanks for your support.

Print this item