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How to dynamically change...
Forum: Obi Rope
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04-07-2025, 11:29 AM
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
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  Garbage from subscribing to collision events
Posted by: writer51 - 16-12-2017, 11:16 PM - Forum: Obi Fluid - Replies (18)

Can we have a conversation about the ridiculous amount of garbage that is generated from subscribing to collision events. I've seen anywhere from 25-30kb to 200-300kb on almost every frame just by subscribing to collision events. I've tried e-mailing support but no solution was ever provided. Is there nothing you fine programmers at Obi can do to fix this? There is no way you can have this much garbage generating over and over without crashing performance. This is a ridiculous price (and practically unusable one) to pay for getting some information from collisions. I implore you to please take a look.

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  Standard (Backfaces) Shader not shading front faces
Posted by: aaronfjerstad - 12-12-2017, 12:40 AM - Forum: Obi Cloth - Replies (1)

I'm working on some clothing that looked weird because back faces weren't rendering, so I used the Standard (Backfaces) shader. As soon as I did, the front faces stopped drawing:

https://imgur.com/a/KJwAD

I'm running the latest stable version of Unity 2017, on Windows 10, using DirectX11, and the skirt model has no thickness.

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  Mesh Collider Support-Dynamic Form
Posted by: mimarilker - 09-12-2017, 03:39 PM - Forum: Obi Fluid - Replies (1)

Hi,

I am trying to deform mesh at runtime. Actually there’s no problem with this, mesh collider is updated at every frame and rigid body interactions are occurred accurately. However, Obi collider do not take the new mesh into consideration, this is very frustrating actually. I have tried every workaround but couldnt find any trick. You can easily reproduce this failure with just attaching a mesh collider to a simple cube(first remove box collider than add cube filter to mesh collider), then changing it’s mesh collider from cube filter to a sphere filter "at runtime". You will see that ObiCollider doesn’t consider this change. However it gives response to basic transform changes like scale, move or rotate.

Lastly, this is a very very important feature to use ObiFluid package with dynamic forms. I really need this and I am willing to hear from you that it can be fixed quickly. Thanks.

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  200 Ft Suspension bridge -crazy rope issue
Posted by: Ascensi - 07-12-2017, 03:24 AM - Forum: Obi Rope - Replies (2)

Hi I'm having an issue with the rope colliders not being an equal distance from each other and it seems to cause jitters- how can I make them equal? I have the rope set to .04 thickness,  0.351 resolution and 5000 particles... the bridge is approximately 200 feet long.
I've also added tether constraints because the rope would just keep stretching but also how the bridge sections are currently hanging doesn't seem natural/fluid yet maybe reduce the stiffness?

I have a video example but don't want to post it here.

Thanks, Kurt.

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  webGL support?
Posted by: mimarilker - 01-12-2017, 10:35 PM - Forum: Obi Fluid - Replies (2)

Hi,

Does OBI support webGL? Actually, I have tried every workaround for a long time, but it doesn't work. I am getting an error like that: "An error occured running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort("To use dlopen, you need to use Emscripten's linking support)".

Lastly, I have disabled all the plugins that I used step by step to check which one causing to the error, and I saw that without OBI package everything works fine Triste

Is there any solution for now? or will OBI Fluid support webGL in the upcoming versions?. It's a very important issue for me, thanks for your support.

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  Hello, I get a trouble that " Multiple plugins with the same name 'liboni' "
Posted by: nugao - 01-12-2017, 10:49 AM - Forum: Obi Cloth - Replies (4)

Hello.

I'm work in Unity3D 2017.2.0f3(64 bit) with iOS platform,  Obi Cloth 3.2, macOS 10.12.6.

When I build my project to xcode, I get error.

I had try to fixed it, but I failed. So I need some help.

[attachment=57]


Multiple plugins with the same name 'liboni' (found at 'Assets/Obi/Plugins/libOni.bundle' and 'Assets/Obi/Plugins/libOni.bundle'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)



Error building Player: Multiple plugins with the same name 'liboni' (found at 'Assets/Obi/Plugins/libOni.bundle' and 'Assets/Obi/Plugins/libOni.bundle'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.




Thanks.

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  Velocity profile
Posted by: mimarilker - 30-11-2017, 10:56 AM - Forum: Obi Fluid - Replies (5)

Hi,

Is it possible to attach a wind-speed profile to the Emitter? You may check the attached image for the desired result. I want to use a logarithmic equation for the profile. Thanks a lot.



Attached Files Thumbnail(s)
   
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  Can ObiRope make use of proxies?
Posted by: virtushda - 27-11-2017, 08:50 PM - Forum: Obi Rope - Replies (1)

Title has my question. Lengua

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  Skin mesh clothing wrong position on play
Posted by: ObiClothKenobi - 27-11-2017, 04:25 PM - Forum: Obi Cloth - Replies (1)

I've been trying to add obi cloth physics to a piece of clothing that is a skin mesh to a rigged character model. Very much like the trench coat example.
However once I set everything up and press play the clothing suddenly scales and gets put in a different position. This happens even with every particle pinned and all obi cloth constraints disabled. If I remove the obi cloth component the clothing stays on the character on play.

Before play:
[Image: d2f9b5ab67.jpg]

After play:
[Image: 48781c7ed8.jpg]

The model can be found in FBX format here: http://puu.sh/yuzOW/fca0719257.fbx

Any help would be much appreciated!

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  Earlier Versions?
Posted by: binhong87 - 18-11-2017, 03:08 AM - Forum: Obi Fluid - Replies (1)

Hello,

Do you provide download for earlier versions, I need Obi Fluid on Unity 5.4.

Thanks

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