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Can softbody not deform b...
Forum: Obi Softbody
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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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Calculating and Reproduci...
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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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Does ObiCloth work with Unity 2017.1 ? |
Posted by: trumpetx - 18-07-2017, 02:19 PM - Forum: Obi Cloth
- Replies (3)
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I'm seeing some things that don't look like the manual - just curious if it's 2017.1 related (see screenshot).
Buttons don't have the icons and the menu is text only.
Anyway, I'm having some other first time setup issues, but I wanted to ask this first before I continued trying to debug.
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Obi Rope GC allocation |
Posted by: tazcebula - 18-07-2017, 05:40 AM - Forum: Obi Rope
- Replies (2)
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Hey Guys,
I just bought Obi Rope fantastic job it works great.
I couldn't find a unity forum so I'll ask here - the only issue I have with using it in game is the Garbage Collection that's getting allocated most frames, is there any way you can reduce that in the next update? I'm working on a VR game and that'll soon add up at 90 fps
Thanks
Taz
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Manually Placing Rope Particles |
Posted by: PhantomBadger - 17-07-2017, 02:02 PM - Forum: Obi Rope
- Replies (2)
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I'm looking to sync the position of the rope over a network, my initial test is getting the positions of the particles via the
Code: ObiRope.GetParticles(index)
method, networking these values, then setting them on the other side, however I cannot seem to set them. My current attempt is as follows;
Code: private void SetPositions()
{
if (entity.isAttached)
{
for (int i = 0; i < ObiRope.UsedParticles && i < PositionArrayHardLimit; i++)
{
state.RopePositions[i] = ObiRope.GetParticlePosition(i);
}
}
}
private void GetPositions()
{
if (entity.isAttached)
{
for (int i = 0; i < ObiRope.UsedParticles && i < PositionArrayHardLimit; i++)
{
ObiRope.Solver.renderablePositions[ObiRope.particleIndices[i]] = state.RopePositions[i];
ObiRope.Solver.UpdateActiveParticles();
}
}
}
I can confirm that state.RopePositions contains the correct values when referenced by the client, but I'm unable to tell the solver to use these positions. Is this a thing that is even possible with ObiRope? Am I going about this all wrong? Any help would be appreciated!
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Problem with using Obi Cloth and LeapMotion Hands |
Posted by: matchalover - 17-07-2017, 09:53 AM - Forum: Obi Cloth
- Replies (3)
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I'm working on a project which need to use LeapMotion for the input and ObiCloth for the physical properties of the game objects in Unity 3D. It seems good in the first time i use. But when i try to add Obi Cloth for an object. It crashed. Then, it crashed for all the object which is using ObiCloth. Are there any confliction between LeapMotion Hands (Capsule Collider) with the Obi Cloth? Please help !
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Instantiated Rope w/ Pin Constraints Causes Unity to Crash (5.6.1 & 5.6.2) |
Posted by: gxiv. - 14-07-2017, 02:31 AM - Forum: Obi Rope
- No Replies
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Hi!
My name is gxiv (gee-fourteen.) I'm currently experiencing the following bug with ObiRope in Unity 5.6.2 (/1):
I've made a prefab for a rope that has all the properties I desire.
I want to instantiate this prefab with a mouse click, and have pin constraints generated on both ends of the rope.
If I include the pin constraints on the original prefab, then on instantiation of the rope Unity will freeze and crash.
I see there being two possible solutions:
1. I dynamically add the pin constraints when the rope is instantiated. I'm unsure of how to do this right now but believe it might be done through the main ObiRope script or the ObiRopeCursor (not ObiPinConstraints, oddly enough [correct me if I'm wrong!])
2. I continue with the method I am trying right now (with the pin constraints built into the prefab) and try to avoid whatever is crashing Unity. I'm less optimistic that this approach will pan out, as including the pin constraints in the prefab feels very dirty to me (though in terms of the problem there is nothing conceptually wrong with it, because the two ends will always be pinned to the same two rigidbodies.)
So yeah.. If any one has any advice on which of the two approaches I should follow, how to dynamically pin particles of a rope, or how to avoid the crash I am getting - I will appreciate any ideas you have to share!
cheers,
gxiv
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compiler error messages |
Posted by: ampers_andy - 13-07-2017, 02:24 PM - Forum: Obi Fluid
- Replies (1)
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Hi
Hope this is the right way to ask. Just got a copy of OBI fluid. Works fine and seems to be a great asset.
Obi program works fine if installed alone, but if I also install Unity's standard assets either before or after installing OBI fluid, several compiler errors appear. They do not appear if I include Obi fluid alone or standard assets alone. Looks like this...
Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs(3,27): error CS0234: The type or namespace name `CrossPlatformInput' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
etc...
I use Unity 2017.1.0f3 and have also tried 5.6 and I have the latest standard assets
most likely a simple problem but if anyone has an idea, please help me
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Obi Cloth with dense mesh |
Posted by: matchalover - 13-07-2017, 09:16 AM - Forum: Obi Cloth
- Replies (2)
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My GameObject has a big mesh (about 20000 vertices). There wiil be a lot of particles if i use ObiCloth. Are there any possible way to avoid lag when simulating? I use Obi Cloth latest version with Unity. Please help me !!!
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How to enable/disable? |
Posted by: MoonwalkingBaz - 12-07-2017, 12:21 AM - Forum: Obi Fluid
- Replies (2)
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After many tries, i have a simple fluid simulation.. How do i turn the fluid animation on through script at a particular time and then disable it after a while?
i just need help turning it on and off. if i disable any of the scripts and then re-enable, there is no simulation.
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