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Games using Obi Ropes
Forum: Obi Rope
Last Post: Guillaume
07-02-2026, 02:06 PM
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Managing dynamic constrai...
Forum: General
Last Post: Qriva0
03-02-2026, 11:40 AM
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Acessing SkinnedMeshRende...
Forum: Obi Softbody
Last Post: josemendez
02-02-2026, 04:00 PM
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Stop Cursor Removing Part...
Forum: Obi Rope
Last Post: MisterToot
01-02-2026, 05:49 AM
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Partially connect to Skin...
Forum: Obi Cloth
Last Post: AnimaLunae
30-01-2026, 04:35 PM
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Runtime generated SDF
Forum: General
Last Post: josemendez
30-01-2026, 10:57 AM
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Simple Collision Debug Lo...
Forum: Obi Fluid
Last Post: josemendez
26-01-2026, 06:54 AM
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Stitcher breaks simulatio...
Forum: General
Last Post: Qriva0
23-01-2026, 12:47 PM
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» Views: 2,079
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(7.0.3) Updating skin con...
Forum: Obi Cloth
Last Post: josemendez
23-01-2026, 09:11 AM
» Replies: 3
» Views: 729
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Extending rope by pulling...
Forum: Obi Rope
Last Post: trentthebaker
09-01-2026, 03:58 PM
» Replies: 0
» Views: 351
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| How to add external force to particular particles? |
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Posted by: dimmduh - 28-02-2018, 06:09 AM - Forum: Obi Rope
- Replies (2)
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I created custom class from ObiExternalForce, added my solver. But it does not work. Do you have any idea how to add external force to particular particles?
Code: using Obi;
using UnityEngine;
public class ObiSnakeExternalForce : ObiExternalForce
{
public float k = 100;
public override void ApplyForcesToActor(ObiActor actor)
{
var force= new Vector4(0, k, 0, 1);
force[3] = 1;//actor.UsesCustomExternalForces ? 1 : 0;
Oni.AddParticleExternalForce(actor.Solver.OniSolver, ref force, actor.particleIndices, actor.particleIndices.Length);
}
}
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| Restart rope at runtime |
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Posted by: leonrdo - 27-02-2018, 08:54 PM - Forum: Obi Rope
- Replies (2)
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My question is about restart the rope simulation at runtime. I'm trying to restart the rope to its initial state (pooled particles count, path, used particles, etc.) at runtime.
Is there a method or way to restart the simulation via script?
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| Unfix cloth on runtime |
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Posted by: domkonecny - 25-02-2018, 04:06 PM - Forum: Obi Cloth
- Replies (1)
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Hello, another question.
I have my cloth that has some particles fixed through unity editor -> Particle editor . But at some point in the game i need to set all of these particles as unfixed. As is possible in the editor. Or in general.. how to acess all particle parameters (and possibly change them) on runtime (mass, radius, fix/unfix, phase, etc..) ?
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| About PinConstraint Scripting |
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Posted by: Cannias - 21-02-2018, 09:49 PM - Forum: Obi Rope
- Replies (4)
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Hey there!
I want to snap the ObiRope to the block i have in scene in runtime. I can snap one end of the ObiRope but the other end of ObiRope doesn't seem to be working i simply check for conditions (collider trigger, onMouseUp, etc.) and remove the PinConstraint from Spheres then add new PinConstraint to the block
As you can see in the video, white sphere (which is Pinned to the first particle) does what i want but the black one doesn't. I can't get the last particle of ObiRope. Here's my code for snapping:
Code: int addIndex; //Index of particle which i add PinConstraint (to block)
int removeIndex; //Index of particle which i remove PinConstraint (from sphere)
if (gameObject.name == "WhiteSphere")
{
//Remove the second PinConstraint & add PinConstraint to the first particle
addIndex = 0;
removeIndex = 1;
}
else
{
//Remove the first PinConstraint & add PinConstraint to the last particle
addIndex = obiRope.UsedParticles;
removeIndex = 0;
}
obiRope.PinConstraints.RemoveFromSolver(null);
ObiPinConstraintBatch batch = (ObiPinConstraintBatch)obiRope.PinConstraints.GetBatches()[0];
batch.RemoveConstraint(removeIndex);
batch.AddConstraint(addIndex, blockObiCollider, new Vector3(0.8f, 0, 0), 1);
obiRope.PinConstraints.AddToSolver(null);
Thanks in advance!
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| Position of cloth in world space |
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Posted by: domkonecny - 21-02-2018, 01:04 PM - Forum: Obi Cloth
- Replies (2)
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Hello,
I am unable to get any information about position of my cloth. In my project the cloth is flying through space and is followed by camera. I started using obi and cant find the info about position anywhere. I dont need exact position. Rough estimate of cloths center would be great. Any ideas how?
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| More Issues |
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Posted by: coverclubmedia - 21-02-2018, 01:29 AM - Forum: Obi Cloth
- Replies (2)
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I really wish this product would work for my situation, but it's just not doable from what I have gathered.
When working in local space, it works great, but it seems I'm forced to using one character. Toggling this feature off cause issues when warping your character or moving too quickly. The mesh will stretch to each location and it's really bad. This issue makes non local space a no go.
Local space is the spot I want, but the Debug warnings eat up CPU via the console so I removed them(easy fix). However when I instantiate things start to move all over the place. Constraints are confused between the solvers which now I see why you had the warning. To add in new layers for each solver and it's respective colliders is just not doable in my situation. Layers are important and I use them a lot for other things. I could spare 1 or 2.
A couple other strange behaviors I noticed were at start the cloth pops as if force is applied from below.
I really want this to work but it's just too risky to spend a long time redoing my game for this asset when it poses the above issues and is eating up a lot of CPU. Even with the tweaks suggested in another post it's a still really heavy when using more then 1 character.
If you would be kind enough to provide a refund that would be great.
FYI the script when you compile it throws an error, line 510 of Obicloth.cs and line 200 Obibone.cs both have the issue the variable "restPositions" is already a variable in and needs a new name. I suggest changing it to something different.
Thanks.
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| Simulation of modeling clay |
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Posted by: altalias - 20-02-2018, 06:46 PM - Forum: Obi Fluid
- Replies (1)
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Hi,
This is a long shot, but i was curious if Obi Fluid is flexible enough to simulate solid materials that undergo plastic deformations. I don't need accurate simulations, just something that works close enough to allow a material to hold it's shape and be bent/folded in a way that's relatively predictable. As far as i've researched, particle-based solutions seem to be the best way to do this. Here is an example: https://www.youtube.com/watch?v=m7js12tGFVA
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