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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...
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Acessing SkinnedMeshRende...
Forum: Obi Softbody
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Stop Cursor Removing Part...
Forum: Obi Rope
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Partially connect to Skin...
Forum: Obi Cloth
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30-01-2026, 04:35 PM
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Runtime generated SDF
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30-01-2026, 10:57 AM
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Simple Collision Debug Lo...
Forum: Obi Fluid
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26-01-2026, 06:54 AM
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Stitcher breaks simulatio...
Forum: General
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(7.0.3) Updating skin con...
Forum: Obi Cloth
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23-01-2026, 09:11 AM
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Extending rope by pulling...
Forum: Obi Rope
Last Post: trentthebaker
09-01-2026, 03:58 PM
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  handles on Obi Rope cause twitching
Posted by: khalvr - 06-02-2018, 03:52 PM - Forum: Obi Rope - Replies (12)

Since i switched to using handles on my cords, the rope has started twitching in a very odd way which reminds me of an issue you sometimes get when using a skinned mesh renderer with dynamic batching in Unity. The thing is, dynamic batching is disabled for my project, and it appears that it is the particles themselves who are twitching (see gif). What can i do to fix this? I decided to fall back on ObiRope just for the visuals, but now even that seems to have its issues. 

[attachment=79]

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  Skinned character with a non-skinned garmet
Posted by: zazoum - 05-02-2018, 09:11 AM - Forum: Obi Cloth - Replies (2)

Hello. I purchased the Obi Cloth and I was playing around with it. It is a good tool. I used it even for toon stylized dynamic hair and works wonderfully.

But I'm wondering if the following scenario is possible:

1) I have a rigged/skinned/animated character skinned Mesh.
2) I have a T-pose robe (i.e. the coat from the demo you provide with the asset) BUT it is not skinned/rigged.
3) The robe (2) is designed to cover naturally the (1) character Mesh in T-pose.

Is there any way with Obi cloth asset or any of the other assets provided in the package, to play the animation in the character Mesh (1), and the robe (2) to ACTUALLY FOLLOW ALONG that animation via colliders or something?
Like dressing my character with different Meshes (robes (2)) and not having to set-up the rigging/skinning of the robe Meshes (2) in 3dsMax as well?

And if it is possible, is it too much performance-expensive?

Thank you in advance.
Great tool I ll write a review in the asset store!

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Pregunta Android/iOS - performance question
Posted by: Zaki_X - 04-02-2018, 11:50 AM - Forum: Obi Rope - No Replies

Welcome everyone in my first post here.

I've been watching all these amazing videos with Obi Rope and I started wondering if this looks and works that good only in editor (and PCs) or does it actually work that good on mobile devices?

I'm interested in simulating a few ropes on a mobile (in realtime). Have you tried it? I know that fluid computations are very heavy and I doubt that you could use these in a mobile game, but what about ropes? Can I make, let's say  4-6 ropes for example? 

Obi rope- example (22-40s)

Ps. Does Obi Rope's documentation include iOS'/Android's section?

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  Collision & Stickiness to Moving objects
Posted by: Markles - 03-02-2018, 08:09 AM - Forum: Obi Fluid - Replies (2)

Hi,

We just got Obi Fluid for our little project because it just looked awesome (and it is!)

I've taken the FluidViscosity scene and the Obi items within it, and repurposed them in my scene with some adjustments and it looks great...but now I'm wondering how I can, or if, the obi particles/fluid will stick on a moving object - they just slide off right now even with all the stickiness parameters increased. 

- The example attached is just me moving the (grey) object that the particles land on. 
- The Collision Material has a Friction of 1, Stickiness of 1, Stick Distance of 0.2
- The Emitter Material has a Smoothing of 1, Viscosity of 2, Surface Tension of 2
- The Solver is default from the Sample Scene (I think), Collision Constraint is Enabled, Stitch Constraint is Enabled, Density Constraint is Enabled

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  Issue with Rope (Chain) in scene
Posted by: Sbmhome - 03-02-2018, 05:05 AM - Forum: Obi Rope - Replies (4)

Hi,
I created a chain (similar to the example scene). After I saved the scene, it works. 

After I continue to work on my scene (without making any changes to the chain), I notice that the mesh for chain shows up in the scene view (when its not running ) and I can't select it. Even if I delete the Obi rope from the scene it stays there, until I reboot Unity.

This in itself is a bug, however my real issue is that at this point if I bake Occlusion Culling in the scene, the Obi Rope causes the scenes Occlusion Data to be corrupted. This prevents me from opening the scene (it crashes every time), until I manually delete the Occlusion Data for the scene.

If i remove Obi rope from the scene, I can then re-bake the Occlusion Culling and I have no more issues.

Note: I also have Obi Cloth installed and I have no issues with it.

Unity 5.6.3 p4

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  Build size on mobile
Posted by: Wade Howard - 02-02-2018, 06:00 AM - Forum: General - Replies (1)

This may be a silly question (certainly lazy of me anyway) but I couldn't find any info on this.
I am in the design phase of my project and am curious what the approximate build sizes are for cloth, rope and fluid on IOS and android are. 
Just checking that these features won't figure heavily into my 100mb budget since AFAIK they are using their own physics library.
Unity is still a bit new to me, so I'm not sure by looking at the package files as to what gets included in a build...

Thanks for any info.

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Sorprendido Crash report
Posted by: zhuchun - 31-01-2018, 09:03 AM - Forum: Obi Rope - Replies (9)

Hi,

My editor has crashed randomly these days, would you please have a look? 

error.log
==================
Unity Editor [version: Unity 2017.2.0f3_46dda1414e51]

libOni.dll caused an Access Violation (0xc0000005)
  in module libOni.dll at 0033:ed69cade.
==================

Editor.log
========== OUTPUTING STACK TRACE ==================

0x00007FF8ED69CADE (libOni) SetDiffuseParticleNeighbourCounts
0x00007FF8ED6E98C6 (libOni) Generate
0x00007FF8ED6EADE1 (libOni) Generate
0x00007FF8ED6E94A9 (libOni) Generate
0x00007FF8ED710559 (libOni) Generate
0x00007FF8FAC71FE4 (KERNEL32) BaseThreadInitThunk
0x00007FF8FB91EF91 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

Dmp file:
https://drive.google.com/open?id=1BTjqHO...rRv0CMY8gK



Cheers,
Zhu Chun

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  Installation Issue Unity 2017.3.0F3: script errors
Posted by: izzyschneerson - 30-01-2018, 08:40 PM - Forum: Obi Cloth - Replies (6)

After importing OBI Cloth into my project I cannot enter Play-mode anymore: have to fix compile-errors.

These are the errors:

 
Assets/Standard Assets/Utility/SimpleMouseRotator.cs(3,27): error CS0234: The type or namespace name `CrossPlatformInput' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
 
Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs(11,16): error CS0246: The type or namespace name `ThirdPersonCharacter' could not be found. Are you missing `Obi.Characters.ThirdPerson' using directive?


Unity Editor Version:

 2017.3.0f3

I have deleted OBI from my project and reimported all earlier assets, but that did not work

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  Sporadic Performance Drops
Posted by: salvetori - 30-01-2018, 05:44 PM - Forum: Obi Cloth - Replies (12)

Hello,

I've been having an issue where every few seconds I will encounter a massive momentary drop in performance. In this scenario the cloth I am simulating is following the character cloth setup from the documentation, and is currently not colliding with anything. The solver is using the default settings save for having the simulation space set to local and having the simulation order set to late update. The cloth being simulated has thickness, with self collisions enabled. However, enabling a cloth proxy or not didn't seem to have an effect on this performance spike happening. I also tested simply disabling every single constraint and that also did not seem to have an effect.

[attachment=70]

I followed some of the pointers found in this thread: http://obi.virtualmethodstudio.com/forum...d-200.html
Unfortunately these didn't change the outcome.

The demo scenes that come with obi cloth perform fine and I don't encounter this issue in those demo scenes, particularly in the character cloth scene that I am trying to emulate.
I am not really sure what is going on so I'd appreciate some help. Let me know if you guys need more info.

[attachment=69]

Edit:

So, I was incorrect in saying that the performance spikes don't happen in the different demo scenes. This is the benchmark scene profile:

[attachment=71]

Is this just a symptom of having a weak processor?
I have a AMD 6300 Six-Core Processor
I am also using Unity 2017.3.0f3

Is there some other way to prevent these performance spikes from happening? Or am I out of luck?

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  ParticleCollisionEvent OnParticleCollision
Posted by: UTFLuke - 29-01-2018, 03:46 PM - Forum: Obi Fluid - Replies (5)

Hi there,

i was wondering, how to create an ParticleCollisionEvent in a OnParticleCollision function. 
I can get the Particle collision via this function.
But i am not sure, how to build an ParticleCollisionEvent from this. Or how to get the Info from the collision from the code below.

My goal is to get aVector3 Intersection of the Collision, and the normal Sonrisa

void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        for (int i = 0; i < e.contacts.Length; ++i)
        {
            if (e.contacts[i].distance < 0.001f)
            {
                Component collider;
                if (ObiCollider.idToCollider.TryGetValue(e.contacts[i].other, out collider))
                {
                }
 
            }
        }
    }

thx for any help Sonrisa


I actually got that to work, I used 
e.contacts[i].point as the intersect Point
e.contacts[i].normal as the normal
(pretty obvious Lengua)

Now i just ran into another Problem. The OnParticleCollision triggers quite often, but I would rather like it to trigger it only on the first collision. What would be a good approach to achieve that behaviour?

Thx in regards,
A ObiFluid - Noob

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