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Broken scripts with updat...
Forum: Obi Rope
Last Post: hariedo
Yesterday, 10:35 AM
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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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12-12-2024, 12:00 PM
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Changing extruded rendere...
Forum: Obi Rope
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10-12-2024, 07:35 PM
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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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10-12-2024, 10:42 AM
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Path editor gizmo's appea...
Forum: Obi Rope
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10-12-2024, 09:50 AM
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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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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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Feedback |
Posted by: jamesong - 25-06-2017, 10:34 PM - Forum: Obi Rope
- Replies (1)
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I've been trying out ObiRope and thought I'd pass along early feedback:
- I followed the rope tutorial, but "Initialize" was greyed out with "Rope section is missing". I had to look at one of the sample scenes to see that "Section" was supposed to be connected to DefaultRopeSegment, which fixed it. I assume the import settings on ObiRope.cs are supposed to point to that so it's connected automatically, but they're all None for me in 5.6. I've seen this happen elsewhere, so maybe this is a Unity bug, but you might want to check the assignments.
- I couldn't find the curve objects anywhere in the component menu and the tutorial didn't say where they are. I'd suggest describing this is in the first-time user tutorial, since it's not obvious the first time around. I think they're actually missing component menu items (spent a while squinting through it looking for them), I had to add it manually.
- Importing this added a bunch of warnings to my project:
Cannot add menu item 'Component/Physics/Obi/Obi Bone' for method 'ObiBoneEditor.AddObiBone' because a menu item with the same name already exists.
Several of these are being added in two places:
[MenuItem("Component/Physics/Obi/Obi Rope",false,0)]
[AddComponentMenu("Physics/Obi/Obi Rope")]
I've commented out the MenuItem version, since it's the AddComponentMenu version that's actually ending up in the menu for me.
- Assets/Obi/Editor/ObiColliderGroupEditor.cs(17,20): warning CS0414: The private field `Obi.ObiColliderGroupEditor.group' is assigned but its value is never used
Also trivial to fix.
- There are also some shader warnings that I haven't tried to get rid of ("Use of UNITY_MATRIX_MV is detected"). At least these ones only seem to appear on import, the others show up all the time. I think these are just poorly-thought-out warnings on Unity's part.
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Prevent object from going through cloth |
Posted by: EdgeMt - 25-06-2017, 10:38 AM - Forum: Obi Cloth
- Replies (1)
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Hello
We are working on a project, where we shoot a rigidbody spherical object onto an Obi cloth object.
Sometimes the object collides well with the cloth object but many time it just passes through.
I read about how the interaction works by the use of the physics material so I changed some values
which made it better looking results but I am still getting it to pass through the cloth object.
How can I totally prevent the rigidbody from doing that?
Or if I can't, how can I get the OnObjectCollision method for either the rigidbody or the cloth
so I can reduce the velocity of the rigidbody.
I tried doing that via the 'CollisionEventHandler' class but it keeps on printing everytime the solver and not
the interacting object.
Thanks.
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Recomend for android builds |
Posted by: kr.alcazar - 23-06-2017, 09:09 AM - Forum: Obi Fluid
- No Replies
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Hi,
I've just pursached obi fluid and I am trying to build a scene with 1000 particles for android, but when I run in my phone it crash when it emit like 200-500 particles.
Can you recomend an optimal configuration of your asset?
Thanks in advance,
Krist
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