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Static ropes possible? |
Posted by: Sauerkraut - 26-09-2017, 07:58 PM - Forum: Obi Rope
- Replies (4)
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Hi - I am considering Obi Rope for a VR game - I am intending to have a lot of "ropes" - some interactable through physics and the player's hands - Obi's capabilities of which are well publicised, but also a lot of static ones (eg. electric wires running along walls, connecting puzzles etc) which never need to be interactable.
Obi seems like a great way to create realistically accurate ropes / cables which drape along other meshes / trees / walls / terrain. However for those ropes / cables etc which are static - is there a way to set up Obi-ropes using the physics to drape the rope around other objects at design time initially, then once they are in the correct position obtain just the mesh of the rope's generated skin and discard the particles for performance reasons? Or is it possible to completely disable the physics so that for static ropes this does not take up unnecessary processing power? The latter would be preferable, as that would allow modification to the ropes as the game is being designed / terrain changed / etc.
Any help would be much appreciated.
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Rope distance from attached object |
Posted by: dignifiedweb - 26-09-2017, 04:48 AM - Forum: Obi Rope
- Replies (3)
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Hi,
I love your rope asset so far! I was wondering, is there a way to get the rope snug up against the collider? I followed along with your youtube tutorial to make a rope attached to a cube, but using all defaults, my cube is a considerable distance away from the rope at runtime. When I add the Pin Constraint (pinned to object) on the bottom rope particle, it automatically adds an offset in the Y access. I noticed, if I drop that Y access down a bit, it brings it closer to the collider. In the tutorial, it also mentioned adjusting the distance in the solver itself, I did that as well, but no impact for some reason. Any ideas what I'm doing wrong?
Here's a screenshot:
Youtube tutorial I followed
I can also provide you the scene if needed, let me know. If I revert to defaults, it is the same result I have found.
I should note: I pinned the top particle to the top cube instead of pinning in place, which is what was done in the tutorial.
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Obi rope ends |
Posted by: Parker - 25-09-2017, 11:01 PM - Forum: Obi Rope
- Replies (1)
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How can we get the rope end/start prefab and change Color or material during runtime.
When you attach a start and/or end prefab to the rope startprefab or the endprfab. We want to change material on the ends how can we get a handle or reference to the instantiated end
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A couple of Bugs fixes for Obi Rope |
Posted by: Parker - 22-09-2017, 04:24 AM - Forum: Obi Rope
- No Replies
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ObiRopeEditor.cs
Line 94: Replace ;; with ;
Oni.cs
Line 28, Add newline and the following
[Flags]
ObiBone.cs
Line 198, restPositions cannot be re-declared as it willl have a different meaning to the restPositions above.
Line 198: change restPositions to restPositions1
Line 201: change restPositions to restPositions1
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ovr (oculus) implementation |
Posted by: satchmo - 21-09-2017, 01:50 PM - Forum: Obi Fluid
- Replies (2)
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Hi guys, I bought fluid, great job!
I've seen some questions in th FAQ session about vr, I think it would be great a future implementation with a oculus touch sensor ready scene, do you think you'll do it?
So, If you do, I will not try by myself :-)
thx
CArlo
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Creating Rope in runtime |
Posted by: Parker - 21-09-2017, 03:40 AM - Forum: Obi Rope
- Replies (2)
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Unity is running. Meaning this is real time. The user will not be stopping the game and creating a rope, initializing it, and putting on handles, then re-start the game.
I want this to be done during runtime and with scripts. When I use the code, the rope DOES NOT work, it has no physics attached. How do you get it to work.
ObiRope Rope;
ObiSolver Solver;
ObiCatmullRomCurve Curve;
ObiRopeCursor Cursor;
private void Awake()
{
if (Rope == null)
Rope = gameObject.AddComponent<ObiRope>();
if (Curve == null)
{
Curve = gameObject.AddComponent<ObiCatmullRomCurve>();
Rope.ropePath = Curve;
}
if (Solver == null)
{
Solver = gameObject.AddComponent<ObiSolver>();
Rope.Solver = Solver;
}
// Configure rope and solver parameters:
Rope.SectionThicknessScale = 0.10f;
Rope.resolution = 1f;
Rope.BendingConstraints.stiffness = 0.2f;
Rope.UVScale = new Vector2(1, 5);
Rope.NormalizeV = false;
Rope.UVAnchor = 1;
Rope.RestLength = 10;
Solver.distanceConstraintParameters.iterations = 15;
Solver.pinConstraintParameters.iterations = 15;
Solver.bendingConstraintParameters.iterations = 1;
// Add a cursor to change rope length:
Cursor = Rope.gameObject.AddComponent<ObiRopeCursor>();
Cursor.rope = Rope;
Cursor.normalizedCoord = 0;
Cursor.direction = true;
}
public void InitRope()
{
Rope.UpdateVisualRepresentation();
}
private IEnumerator CreateRope()
{
yield return Rope.GeneratePhysicRepresentationForMesh();
}
public void UpdateRope()
{
StartCoroutine(CreateRope());
}
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