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Save Rope State |
Posted by: ptrick - 08-09-2017, 11:59 PM - Forum: Obi Rope
- Replies (5)
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Has anyone been able to successfully save the state of a rope and load it correctly? I was told to pull the position and velocity arrays and serialize those and then set them again and push the data but that doesn't seem to work - the rope goes crazy at the start.
I would love to see an example of saving rope state that also takes into account any potential lengthening from a rope cursor.
Thanks!
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How to use with OVR camera |
Posted by: DrSoos - 08-09-2017, 06:10 PM - Forum: Obi Fluid
- Replies (5)
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Hi there,
I'm just getting started with Fluid and I have a few questions:
1. If there's a special relationship between rendering and a camera a scene, can you help me understand how this relationship works? I've placed an OVRCameraRig (using Oculus) in the Obi Sample Scene > FluidMill and I'm not seeing any particles being rendered. If I disable the OVRCameraRig and use the default camera, I can see the particles.
2. Can someone provide a more detailed explanation of "Simulate in Local Space" and what the alternatives are?
3. If I place my OVRCameraRig in a brand new scene, I can see particle imposters.
Hopefully this these are some simple noob questions. Looking for any tips/tricks that might help me work with ObuFluid in VR.
-Mike
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Rope Disable/Enable |
Posted by: ptrick - 08-09-2017, 05:53 PM - Forum: Obi Rope
- Replies (7)
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Hello there, so we're running into an issue as well when disabling the ObiRope component and enabling it.
This is very easy to recreate and doesn't require any custom code
1. Create a plane and add an Obi Collider to it
2. Create a rope (you can use the rope prebuilt menu)
3. Position the rope above the plane
4. Pin one of the ropes ends so that the rope will hang down onto the plane
5. Press play and wait until the rope is draped against the plane
6. Disable the rope
7. Re-enable the rope - you will see that the rope falls through the collider and gets stuck inside the plane
This isn't mission critical for us yet, but we are disabling ropes as a performance optimization so we will need a fix to this issue eventually. Thanks!
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3.2 Error on importing Asset |
Posted by: tbookout - 08-09-2017, 05:29 AM - Forum: Obi Rope
- Replies (1)
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In Editor Settings I have "Asset Serialization" set to 'Force Text'.
After deleting ObiRope 3.1 and importing 3.2, I get the error message: "Binary to YAML conversion: type unsigned int is unsupported"
Workaround was before upgrading, switch Asset Serialization to 'Mixed Mode'.
Then return to 'Force Text' after import.
*EDIT* Forgot to mention I am using Unity 5.6.3.
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Changing rope length |
Posted by: devPuppy - 07-09-2017, 05:44 PM - Forum: Obi Rope
- Replies (2)
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I feel like I'm missing something simple and obvious but cannot find the information I need.
How do you change the length of the rope in the Unity Editor? The crane example scene does so programmatically but I would like to change the length of my rope permanently in Unity.
Thanks!!
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"Edit Particles" NullReferenceException |
Posted by: RoryMakarov - 05-09-2017, 12:11 PM - Forum: Obi Rope
- Replies (4)
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I am getting the following error when clicking "Edit Particles"
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiPinConstraints.OnDrawGizmosSelected () (at Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs:52)
UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr)
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiParticleActorEditor.DrawParticles () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:332)
Obi.ObiParticleActorEditor.DrawActorInfo () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:598)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:262)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2408)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1737)
UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1569)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:272)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:265)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:232)
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vertical stacking of fluids of different density |
Posted by: shapevoid - 01-09-2017, 01:21 PM - Forum: Obi Fluid
- Replies (1)
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Hello,
Im looking for a solution to be able to vertically stack liquids of different density, obviously this is slightly removed from reality as most liquids would just mix, however what I want to do is add layers of different liquids in a tube. Can I exaggerate the properties of the particles to ensure that some liquids (eg milk) will have a greater density than others (eg honey), therefore allowing me to stack them vertically?
Cheers
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