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can you remove particles ...
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Pipeline that bends
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How to implement/sync Obi...
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Collisions don't work con...
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Can I blend in and out of...
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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Crash on adding and removing during runtime |
Posted by: Guedez - 19-01-2018, 01:55 AM - Forum: Obi Cloth
- Replies (5)
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I have a skinned overcoat which it's bottom half use Obi to simulate cloth.
If I equip and unequip it enough times, unity editor crashes.
Works fine in edit mode, I can equip/unequip at will and it never crashes, but it crashes before the 5th equip in play mode
Sometimes it happens right after equiping/unequiping (webm)
Sometimes after equipping, the overcoat will not follow the model and crash soon afterwards (crash log)
webm (I am clicking a object finder window to equip/unequip the jacket): https://webmshare.com/LPWNr (the video stops when unity crashes)
crash log: https://pastebin.com/3QGUvSSb
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ObiColliders and Procedural Load |
Posted by: jonworks - 18-01-2018, 07:03 AM - Forum: Obi Rope
- Replies (17)
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Hello,
Like a lot of people who need an asset as sophisticated as Obi, my world loads procedurally and every instance of every object has to be created by code not exist in a pre-fabricated scene as a prop.
I've run into kind of a major hangup with getting Obi Rope to work in that environment. From the introduction(?) on the tutorials page: "Add a ObiCollider component to any collider in your scene to make it work with Obi."
I have no idea what colliders in my scene need to interact with the rope, how would I? Once loaded my scene has around 3,000 active colliders at a time (out of millions total). Adding another component to all of them during runtime especially when it searches the hierarchy for a rigidbody that will never exist seems like an impossible amount of overhead. A rope will only be active in my scene about 0.1% of the time.
So the only solution I can think of is to basically spherecast from the position of every particle, every frame, whenever a rope is active, and for each hit test if it already has the component, then find the rigidbody and assign the ObiRigidbody manually because I need a reference, then assign the ObiCollider because I need a reference to that as well, then test each reference each frame and remove it if it is out of range of the rope, and remove all those components if the rope becomes inactive. That would be, again, probably more overhead than the rope itself creates - and really I think an unfair amount of code that I would have to write to get this rope to be a rope.
So my question is what is the correct solution to this problem?
What I'm trying to do is really pretty straightforward; just have a rope that behaves like you'd expect a rope to behave, not passing through other physical objects.
Side note, creating a rope by code is something that seems to come up fairly often in this fourm and looking at the commonly referenced ObiRopeHelper.cs is still requiring me to make some fairly large logical leaps to get anything but runtime errors that leave me wondering if I'm using the product wrong, creating wasteful code or at least wasting a lot of time. An example that actually shows how to create an example rope by code would be extremely helpful. You can't just do new ObiRopeHelper() because that script assumes it's already set up in the hierarchy with references to unspecified objects.
Thanks,
Jon
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Obi Rope on Android |
Posted by: aleksOleinikov - 17-01-2018, 08:45 AM - Forum: Obi Rope
- Replies (2)
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Hello, I started with your asset and tested it. That work great in editor, but when i build it on Android, rope doesn't work at all, no simulation. I build Sample Scenes, use clear project with this asset. I believe I missed settings, or should I use any additional scripts in scene for android and IOS?
Do you have any documentation about project setings for Android and Ios?
I use Unity 2017.2.0f3, 2017.3.0f3, min API lvl24
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Soccer net values. |
Posted by: BirdInTheCity - 17-01-2018, 03:21 AM - Forum: Obi Cloth
- Replies (2)
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I'm using the cloth sim to create a hockey net, just like you did in this video:
https://www.youtube.com/watch?v=aY0IEIJe...HdzlzdwEr4
Are these scene files available for me to take a look at? Or could you perhaps post the solver values here?
In my sim, the hockey pucks continue to go straight through the net. I've tried increasing the Distance Constraint Parameters to 40, but that doesn't seem to solve it.
Do you have any advice to stop the pucks from passing through the net? The physics look so realistic in that video, but I'm having trouble achieving the same result.
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Obi Particle Trigger |
Posted by: Riscii - 15-01-2018, 06:50 PM - Forum: Obi Rope
- Replies (2)
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Hello,
I just recently purchased obi rope and I have to say, it simulates beautifully. However I was wondering if an Obi Particle Trigger is possible. I want particles that are inside of the trigger to have different properties. For example I have a body of water and when a particle enters the body of water I want the drag to increase and the gravity to change.
I noticed the ObiSphericalForceZone, and this was a possible solution for the effect I wanted to achieve, however when the rope entered the sphere it was thrown out of the water, and placing many spheres under the water wasn't desirable.
For now I just created an obi collider with high friction under the water. It looks okay, and it stops the rope from sinking
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A few general questions |
Posted by: rendezvous - 15-01-2018, 03:44 PM - Forum: Obi Cloth
- Replies (5)
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Hello,
I have a few questions regarding the proper usage of this package as follows:
1. What is "generally recommended" number of vertices in a single Obi Cloth mesh? Obviously, I'd think smaller the better due to performance reasons but I wonder if I should stay away from using a high-poly (i.e., 10,000+ vertices) meshes
2. I noticed that the trench coat mesh found in the CharacterCloth demo has a little more than 2,800 vertices. And during runtime it moves a lot smoother than my custom mesh, which has close to 5,000 vertices. Apart from using less than optimal settings for my mesh, what other factors would contribute to my mesh's jagged, unnatural movement & look? Should I triangulate my meshes as the trench coat mesh is?
3. I cannot seem to get the ObiClothDragger feature work on my custom mesh. I'm particularly curious as to what settings have been used for the skirt demo on this blog post (http://blog.virtualmethodstudio.com/2017...whats-new/). I have not been able to find any demo/tutorial on the ObiClothDragger feature (which is one of the main reasons why I bought this package), so it'd be tremendously helpful if you could provide some guidance on the proper setup. On a related note, which application did you use to properly rig the skirt mesh?
Any pointers and/or tips would be much appreciated!
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