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Broken scripts with updat...
Forum: Obi Rope
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Garment explodes on Andro...
Forum: Obi Cloth
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Forum: Obi Fluid
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Null Reference, actor not...
Forum: Obi Rope
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Issue with Grasping ObiRo...
Forum: Obi Rope
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Changing extruded rendere...
Forum: Obi Rope
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Baking a rope is causing ...
Forum: Obi Rope
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Barrier belt - changing l...
Forum: Obi Rope
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Path editor gizmo's appea...
Forum: Obi Rope
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Problems when using multi...
Forum: Obi Cloth
Last Post: Cat3Man
09-12-2024, 03:17 AM
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Fluid Performance: Primitive Colliders vs Mesh Colliders |
Posted by: writer51 - 24-12-2017, 03:55 AM - Forum: Obi Fluid
- Replies (4)
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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.
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Metaball Effects ? |
Posted by: Ca935 - 24-12-2017, 12:01 AM - Forum: Obi Fluid
- Replies (1)
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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
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I have a problem of the Obi tearable cloth Plugin. |
Posted by: james3302 - 22-12-2017, 08:08 AM - Forum: Obi Cloth
- Replies (1)
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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.
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Sample Scene Errors - Unity Version 2017.3.0f3 |
Posted by: dgooding - 21-12-2017, 12:03 AM - Forum: Obi Rope
- No Replies
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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
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Garbage from subscribing to collision events |
Posted by: writer51 - 16-12-2017, 11:16 PM - Forum: Obi Fluid
- Replies (18)
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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.
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Mesh Collider Support-Dynamic Form |
Posted by: mimarilker - 09-12-2017, 03:39 PM - Forum: Obi Fluid
- Replies (1)
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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.
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200 Ft Suspension bridge -crazy rope issue |
Posted by: Ascensi - 07-12-2017, 03:24 AM - Forum: Obi Rope
- Replies (2)
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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.
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