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Forum: Obi Rope
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  Linux Support?
Posted by: interwound - 24-10-2017, 08:27 PM - Forum: Obi Cloth - No Replies

Wondering if there's any hope to get this running on linux? I know it's not officially supported, how difficult a task would it be to get it running?

Current error:

Code:
DllNotFoundException: libOni
  at (wrapper managed-to-native) Oni:ClearDiffuseParticles (intptr)
  at Obi.ObiSolver.SimulateStep (System.Single stepTime) [0x00000] in <5b2c721b9bd3464196c12adb5cc12229>:0
  at Obi.ObiSolver.FixedUpdate () [0x00026] in <5b2c721b9bd3464196c12adb5cc12229>:0

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  Android vs Ios
Posted by: mimarilker - 24-10-2017, 08:20 PM - Forum: Obi Fluid - Replies (15)

Hi,

I have built same application for both android and ios without changing anything. While, iphone 6 shows very high performance with ObiFluid, even samsung s8 with very high spesifications doesnt show the quarter performance of iphone6. I think there should be sth wrong with Obi android library ( not sure how to say). I really apreciate if you advice sth for this problem. Maybe, the library for android can be changed, I dont know really. Lastly I should note that, you are amazing and really interested in every problem that I mentioned. Thanks for your support.

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  Crash
Posted by: Loft3411 - 23-10-2017, 07:44 AM - Forum: Obi Rope - Replies (6)

Hello!

I have users experiencing an intermittent crash while using Obi rope. They have a build running on a machine that crashes about twice
an hour. I have 3 ropes in a Oculus VR scene along with 3 separate obi solvers. I'm unable to reproduce this, so I'm sending you guys the crash dump to see if you may have some insight.

I'm using Unity 2017.1.0f3 and Obi Rope 3.2

Log:
https://drive.google.com/open?id=0B6Ry21...GZRM2RZcGM

Thanks.

-L

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  Obi Fluid 3: Obi Solver Modes
Posted by: mimarilker - 21-10-2017, 08:19 PM - Forum: Obi Fluid - Replies (3)

Hi,

I am trying to change ObiSolver Component's/ Parameters/ Mode to "2Dmode" or "3Dmode" with different buttons during gameplay. Actually with a script I was able to change it, however it just changes Parameters/ Mode dropdown menu in apparent, it doesn't effect the solver in real. On the other hand, when I try to change it from the Mode - dropdown directly during the gameplay (without script, just mouse click), it works surprisingly. Is there any other method?

This is the code line that I used:

public ObiSolver solver;
solver.GetComponentInParent < ObiSolver> ().parameters.mode = Oni.SolverParameters.Mode.Mode3D;

Thanks for your support (I have sent this via email before, however it may be helpful for others, so I have decided share my problem here, too).

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  are custom forces supported?
Posted by: alex_ilin - 21-10-2017, 02:51 PM - Forum: Obi Fluid - Replies (3)

Hi guys,

I want to buy your plugin, to port existent fluid-based game to Unity.
I have several questions:
- can I apply a force to a particle (for ex. i will have a sensor collider and all particles inside it should be accelerated by the force)
- is it possible to implement a friction like behaviour when particles slows down when touching some collider
- is it possible to directly change position/velocity of the particle (for ex. to implement teleport functionality)
- is it possible to add my own collisions solver with complex geometry object (i think it will be faster than your mesh collider), it will be an addition to your current collisions solver
- do you use your own rigid bodies physics or you use Unity rigid bodies?

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  Equipping Obi cloth.
Posted by: sriky - 18-10-2017, 07:47 PM - Forum: Obi Cloth - Replies (4)

Hello there,
I just purchased Obi cloth and very excited to build using the same. As per the videos, the possibilities look amazing. I am working on a project where I need to build a bunch of Obi clothes or objects(guns to hang around by the belt etc). In the game, users can swap the clothes or objects and I am not sure how this can be implemented using Obi cloth. Any suggestions would be really helpful.

Thanks!

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  ObiCloth performance issue
Posted by: stevenwan - 18-10-2017, 10:53 AM - Forum: Obi Cloth - Replies (10)

I found that ObiSolver ate a lot of CPU. I have tried to disable most of the Obi script but still no luck. I think the cloth mesh is just simple coat. Any advice?

My spec:
i5-6500
GeForce GTX 970
16GB ram

Unity 2017.1.2f1

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  Does new update have any freedom for tight knot
Posted by: chanddu - 17-10-2017, 10:45 AM - Forum: Obi Rope - Replies (1)

Hi jose,
Chanddu again,I got your rope update and thanks for the update, I was trying the rope for knot which will be used in my suturing thread simulation,Can I use this????

Thanks in Advance.
Chanddu.

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Exclamación ObiRope crashes
Posted by: Evgenius - 17-10-2017, 07:05 AM - Forum: Obi Rope - Replies (5)

Hello!

I get these crashes in random moments when I expend a rope. Could you help me to find out why? Sometimes it doesn't crash and sometimes does, but I can't find why.
Answer from support:

Quote:At first sight, the crash happens in a method called "Generate". The only method in our library with this name is not used for ropes, but for cloth, and only in editor. This is quite weird as rope should not be even remotely calling this method.
But the problem still exists.

I'm using version 3.2 of rope and 2017.1.0f3 version of Unity and I'm not using any cloth.
Logs are in archive here.

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  Sticking cloth on object in VR
Posted by: mbbmbbmm - 16-10-2017, 02:56 AM - Forum: Obi Cloth - Replies (7)

Hello, I have a few questions! I am trying to achieve the following for a VR project (I'm using HTC Vive and Leap Motion):
I want to grab a texture object that uses the Obi cloth simulation and place it on a mesh object. The mesh object optionally has been changed before that so that it is necessary to update its mesh collider once. After the object is placed it should be possible to slide the texture/cloth over the object while still having cloth and mesh object stick together. In the end the cloth object should be frozen and optionally a new texture/cloth comes in - taking the old one out of the calculations to save performance etc.

1 For now I have put two handles on the upper corners of the cloth to grab it and place it. Could I turn these handles off after being done with the rough placement? Also it would be much more convenient to be able to grab the cloth anywhere so I wouldn't need dedicated handles. Is there something like temporary handles that could react to the grabbing gesture of the leap motion? Can I directly influence the positions of particles that are in a certain range of the hands?

2 How can I recalculate the Obi collider of the object from its mesh collider? I think I saw something in the API using the ColliderGroup, but this doesn't seem to exist anymore.. At the moment I just add a new collider once the mesh is ready - but I am not sure if that is a good solution... also the cloth seems to jump each time I do that. It doesn't bother me too much, just want to make sure if this would be expected behaviour.

3 Regarding the surface sliding I think I would need to have an Obi collision material that is very sticky with a small stick distance (so it doesn't stick to quickly) and also a low friction value. Then use Friction Combine Minimum and Stickiness Combine Maximum. Does that sound about right?

4 How many iterations of the distance constraints would be OK for VR? Maybe 20 or 30? With the default the cloth enters the mesh a little too frequently..

5 And a final question: There will be a lot of different combinations of objects and cloth textures coming in one after another. But only one combination would be active at a time. What would be the best way to set this up regarding performance and memory? Can I pool all the mesh objects and texture/cloth objects and have them share one Solver? Or would it be better to instantiate them from prefabs and/or have a different solver for each cloth texture object?

Thank you!
Jan

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