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Broken scripts with updat...
Forum: Obi Rope
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Garment explodes on Andro...
Forum: Obi Cloth
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Null Reference, actor not...
Forum: Obi Rope
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Issue with Grasping ObiRo...
Forum: Obi Rope
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Changing extruded rendere...
Forum: Obi Rope
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Baking a rope is causing ...
Forum: Obi Rope
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10-12-2024, 11:06 AM
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Barrier belt - changing l...
Forum: Obi Rope
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Path editor gizmo's appea...
Forum: Obi Rope
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Problems when using multi...
Forum: Obi Cloth
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09-12-2024, 03:17 AM
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Unable to load dll "libOni" on UWP |
Posted by: trujano - 16-08-2017, 06:43 PM - Forum: General
- Replies (3)
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Hi,
I am trying to use Obi Rope in a Windows Universal Application. I am aware that Obi Rope is not officially supported and does not build out of the box since ConvertAll is not available for Windows Phone (and thus Windows Universal). I was able to get around this and successfully build by creating my own ConvertAll method and replacing all instances with it.
However, when I try to run the application on the device the rope does not move because libOni is not loaded correctly. The exact error is
Code: DllNotFoundException: Unable to load DLL 'libOni': The specified module could not be found
. Is there anyway I can make sure the Dll gets copied correctly?
Thanks in advance,
Fernando
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Moving an ObiCloth GameObject by code |
Posted by: matchalover - 15-08-2017, 03:04 PM - Forum: Obi Cloth
- Replies (1)
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It seems like we can't have movement on an ObiCloth GameObject by Unity code. I have tried to use GO.transform.position but it just move its collider not its ObiCloth component. Are there any way to make an Obi object to move?
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Dynamic Pin Constraints? |
Posted by: gxiv. - 14-08-2017, 02:04 AM - Forum: Obi Rope
- Replies (4)
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Hi!
What is the method for dynamically adding pin constraints to a rope??
I've tried creating an ObiPinConstraintBatch object, using the AddConstraint function, and then using AddBatch to add the pinconstraintbatch to the ropes pin constraints. I reference the pin constraints of my rope with:
pinConstraints = swingRope.GetComponent<ObiPinConstraints> ();
Is this the proper way of doing this? Because what I've written appears to have no affect! I would appreciate any help!!
gxiv
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Figure out what Actor was collided with |
Posted by: niZmo - 09-08-2017, 12:40 AM - Forum: Obi Rope
- Replies (4)
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I am going to be cutting ropes, with multiple ropes on one solver. I have a knife which tears the rope at the particle index collided with. The only problem is I don't know how to get which rope is being collided with to cut the right one. I've looked through the classes and couldn't find anything. Right now I have a public field to apply the tear to a rope. Here is the code, which is applied to the knife object.
Code: using UnityEngine;
using Obi;
public class RopeCutter : MonoBehaviour
{
public ObiSolver solver;
public ObiRope rope;
void OnEnable()
{
solver.OnCollision += Solver_OnCollision;
}
void OnDisable()
{
solver.OnCollision -= Solver_OnCollision;
}
void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
if (solver.colliderGroup == null) return;
foreach (Oni.Contact c in e.contacts)
{
// make sure this is an actual contact:
if (c.distance < 0.01f)
{
// get the collider:
//Collider collider = solver.colliderGroup.colliders[c.other];
// Cut at particle index
CutRopeAtIndex(rope, c.particle);
}
}
}
void CutRopeAtIndex(ObiRope rope, int index)
{
// remove constraints from solver:
rope.DistanceConstraints.RemoveFromSolver(null);
rope.BendingConstraints.RemoveFromSolver(null);
rope.Tear(index); // tear the fifth distance constraint.
// you could call Tear() as many times as you wish here.
// add constraints to solver
rope.BendingConstraints.AddToSolver(rope);
rope.DistanceConstraints.AddToSolver(rope);
// update active bending constraints:
rope.BendingConstraints.SetActiveConstraints();
// only for cloth: commit changes to the topology:
// UpdateDeformableTriangles();
// upload active particle list to solver:
rope.Solver.UpdateActiveParticles();
}
}
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Fluid made up of animated sprites? |
Posted by: liero116 - 08-08-2017, 09:47 PM - Forum: Obi Fluid
- Replies (1)
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So I need a plugin to do something fairly specific. I think Obi Fluid might be it but I want to make sure since I can't completely tell by looking at promotional material.
Basically I need to simulate fluid, but the fluid needs to be made up of animated sprites. It seems like I can use a mesh which means I can use a plane and attach a simple animated texture to it, but I just want to make sure this is possible before I buy.
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