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Obi Fluid 7 for Apple Vis...
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Overlapping Obi Colliders...
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Randomness in solvers
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Wrong Particle Position
Forum: Obi Rope
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ObiInstancedParticleRende...
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Backface URP Material
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Can I get help?
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Fluid emitter stuttering ...
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Fixed timestepping
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Reduce swinging of cloth
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ObiFluid Tunneling Issue - Collisions - Performance tips - Gaps between particles |
Posted by: binhong87 - 05-07-2017, 05:02 AM - Forum: Obi Fluid
- Replies (11)
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Hello,
I tried your plugin ObiFluid in my project, but encountered these following issues, please provide technical support.
1. I changed collision evaluation method to "sequential", which seems more stable when particle amount increases. Parallel method gets more tunneling issues.
But the beaker (the mesh collider) still get leaks, when I move the beaker "a little" more heavily. It looks better when moved slowly.
Can you provide more technical support on addressing this tunneling issue, I saw your documents saying tunneling issue "almost non-existent". :-)
2. The performance gets significantly decreased when particle amount reaches about 2000, only about some 50 fps.
The CPU usage is about half. Is there any tips on how to optimize the performance?
3. I found that there are many particles stay in the lowest layer, and the others piled up. And there is even a gap between them, when the smoothing is set above 1.0.
Is it designed this way, or there is some mis-configurations?
Thanks
Bin
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Create a plank that is springy -can the rope shape be modified? |
Posted by: Ascensi - 05-07-2017, 03:12 AM - Forum: Obi Rope
- No Replies
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Would it be possible to generate a plank shape and give it the same tension/spring effect and strength?
I want a character to walk to the middle of a plank that has a brick at both ends and as the character walks the board receives the character's weight, bends down from the middle and have the board break if the weight in greater then x amount. I also want to be able to add sound triggers via weight basically giving the player the signal that the board is about to break.
I also need these sound triggers based on weight for the plank as well - I have some great tightening rope/wood squeaking audio clips to use. Would Obi Cloth be better for this senario?
Lastly could you please add the suspension bridge as seen on the asset store page or create a new one to the asset scene demos?
Thank you, Kurt.
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Rope Enable/Disable |
Posted by: PhantomBadger - 04-07-2017, 10:43 AM - Forum: Obi Rope
- Replies (5)
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I'm attempting to disable/enable the rope at runtime, I'm correctly disabling/enabling the Obi Rope object, the two anchors at either end, and even the solver, however, upon enable the rope then starts flying around violently, either crashing Unity or flying out of the room into the abyss.
Is there a function or anything I should be calling/doing after re-enabling the rope to allow it to settle properly.
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Attaching objects along the rope |
Posted by: eyefisher - 01-07-2017, 09:13 PM - Forum: Obi Rope
- Replies (1)
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I am looking into purchasing ObiRope. The particular need that I have is for a rope system that can have objects attached to it along its length, like a clothesline. Is this possible with this asset. I saw examples where objects are attached at either end, but nothing along the length.
Thanks in advance.
Eric
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Obi 3.1.1 Released |
Posted by: lidiamartinez - 30-06-2017, 06:07 PM - Forum: Announcements
- No Replies
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What has been changed:
- Installation is no longer required.
Obi now works right out of the box, so the installation window has been removed, and the “Editor default resources” and “Gizmos” folders removed.
You can safely delete these from your project before installing 3.1.1.
- Particle renderer is now much faster and also allocates less memory.
If you buy our assets through our website you help us more! http://obi.virtualmethodstudio.com
Thanks everybody!
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Mass Collisions for Rope |
Posted by: PhantomBadger - 27-06-2017, 01:49 PM - Forum: Obi Rope
- Replies (3)
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Hi all,
Im looking to see if it's possible to have the Obi Rope collide with essentially everything in the scene. From reading the docs it seems the only performance issue is during the transfer between C# and C++, which is a performance hit we're fine with having at the start assuming that's the only place it is present.
My current solution is to run something like this:
Code: /// <summary>
/// Collects all the MeshColliders in the scene and attached it to ObiSolver
/// </summary>
private void CollectAllColliders()
{
//Get all mesh colliders in the scene
MeshCollider[] allColliders = FindObjectsOfType<MeshCollider>();
//Make a collider group
Obi.ObiColliderGroup colGroup = new Obi.ObiColliderGroup();
colGroup.colliders = new List<Collider>(allColliders);
//Attach it to the solver
ObiSolver.colliderGroup = colGroup;
}
in the Start() method. This runs fine, but then Unity promptly crashes on the following first frame. The number of colliders is around 924. My main questions stemming from this are as follows;
- Is this approach possible, but we're just exceeding some kind of upper-limit with colliders?
- Is there an alternate approach to getting all possible colliders to interact with a single rope instance?
- Does the performance hit from C#->C++ happen only st the start when they're registered, or every frame as their positions are updated?
I would assume the solution should this not be possible is to simply cherry pick the most important colliders.
Thanks for your response!
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Adding custom particle forces |
Posted by: herbst - 26-06-2017, 05:12 PM - Forum: General
- Replies (7)
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Hey there, I'm sure I'm overlooking something simple here.
I'm trying to apply custom forces to particles.
So what I did is basically duplicate the ObiSphericalForceZone, since it contains the relevant calls to Oni.AddParticleExternalForces.
However, no matter what I do, this custom script does not apply any forces to the particles.
Is there some magic thing I have to do to make Obi use these custom forces?
Otherwise, I have to put the code directly into the SphericalForceZone or AmbientForceZone, which I'd like to avoid since I am using both already.
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