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  Extend Rope on Stretch
Posted by: vrtraining - 29-10-2024, 03:50 AM - Forum: Obi Rope - Replies (1)

I want to ask currently if we stretch a rope it doesn't change its length but is there any built-in method that allows auto extension of rope length on stretching? For example if we pull the rope using an attachment and stretch it, is there anyway it increases its length automatically instead of stretching too far?

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  Garment explodes on Android, but not in editor (also some ParticleShader errors)
Posted by: CptnFabulous - 28-10-2024, 11:14 AM - Forum: Obi Cloth - No Replies

I upgraded to Obi Cloth 7.0.3, from 6.5.4. I'm using Unity 2021.3.3f1. 

After fixing some compile errors (and deleting and reinstalling the entire package to prevent compile errors from improper importation), the fabric simulation is far more performant. But while the fabric simulates the same as before in the editor, when I built and tested on Android, the created garments would ‘explode’ and burst away from the mannequin at a high velocity.

I know this kind of glitch is common with fabric simulations, but I’m not sure how the differing platforms could cause this error, so I don’t want to make changes to the many existing settings.

It’s possible that this is an ‘editor vs. build’ thing, rather than a ‘Windows vs. mobile’ thing. I tried making a Windows build to test, and it initially failed due to some shader errors in Shader Graphs/ParticleShader, but after deleting the whole package and reimporting it, it built successfully to Windows (where the fabric didn't glitch out). However, this now meant that the compiling failed when trying to build to Android, with the same ParticleShader errors (plus one more). I'll list them here:

Code:
Shader error in 'Shader Graphs/ParticleShader': invalid subscript 'sh' at line 8032 (on gles3)

Compiling Subshader: 2, Pass: BuiltIn Forward, Vertex program with DIRECTIONAL LIGHTMAP_ON LIGHTPROBE_SH SHADOWS_SCREEN VERTEXLIGHT_ON _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _ADDITIONAL_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
Code:
Shader error in 'Shader Graphs/ParticleShader': invalid subscript 'sh' at line 9185 (on gles3)

Compiling Subshader: 2, Pass: BuiltIn Deferred, Vertex program with LIGHTMAP_ON LIGHTPROBE_SH UNITY_HDR_ON _MAIN_LIGHT_SHADOWS
Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_DEFERRED UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _GBUFFER_NORMALS_OCT _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE _SHADOWS_SOFT
This third one is the one that only appeared when trying to build to Android.
Code:
Shader error in 'Shader Graphs/ParticleShader': undeclared identifier 'UNITY_DISPLAY_ORIENTATION_PRETRANSFORM' at Files/Unity/Hub/Editor/2021.3.3f1/Editor/Data/CGIncludes/UnityCG.cginc(817) (on vulkan)

Compiling Subshader: 2, Pass: BuiltIn Forward, Vertex program with DIRECTIONAL LIGHTMAP_ON LIGHTPROBE_SH _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
Platform defines: SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SCREEN SHADOWS_SHADOWMASK UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING VERTEXLIGHT_ON _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _ADDITIONAL_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT

One additional error: when I stop play mode while the cloth simulation is active, the editor crashes. To work around this, I have to instead pause, wait a few minutes, then end play mode.

What issues could be causing all of this? I've done a heap of testing, but I wanted to post my experiences here in case there's a really obvious thing I've missed.

EDIT: I also created a blank project (in the same editor version) and installed the same version of Obi Cloth, and it built to both Windows and Android fine.

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Pregunta Foam Rendering suggestions
Posted by: spikebor - 26-10-2024, 05:57 PM - Forum: Obi Fluid - Replies (4)

Hello there! First, pls look at this video



It shows 3 problems with foam particle rendering.
I'm On Unity 2022.3.45 URP deferred rendering.

In this example, I use Obi Fluid only for splash and trail effects, the infinitive ocean is KWS water system.

Problems with the Foam shown in the video:
1-Culling is so sensitive.
The foam particles are so easy to be culled, it can break immersion.

2-In script, I animate the ObiEmitter.speed to do the motorboat foam trail effect, and the dive into water splash effect.
for motorboat: when I contact the water and move on it, I set the ObiEmitter.speed to high value, when exit water, I set it to 0.
for dive splash effect: when I dive into water, I set ObiEmitter.speed to high value, then gradually animate the value to 0, it is Stream, but when I animate the speed, it looks like burst effect.
The problem is, after the ObiEmitter.speed is set to 0 in script, the emitter stops emitting, but the foam needs to be continued updated to it can gradually die out, but in the video, foam just hang in place. Is there somewhere in the system, when system detect ObiEmitter has 0 emission speed, it stop the ObiFoamGenerator from updating?
Suggest: ObiFoamGenerator only stop updating when the foam particles all die out.

3-Suggestion regarding foam rendering.
The foam currently not work well with KWS water system underwater rendering. I think if it is just opaque, it can receive those lighting.
Currently, it is just white while everything is tinted, looks so out of place. But a quick edit in the shader code to turn it to Opaque shows no noticeable changes.
Can you provide a shader graph version of the Foam shader? I'll try with Cutout Opaque to see.
Thank you!

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  keep distance between two obi skinned clothes.
Posted by: gahyun11 - 23-10-2024, 09:37 AM - Forum: Obi Cloth - Replies (1)

My two clothing assets - t shirts and skirt's particles keep going through each other. I tuned on one sided collision of both assets then I tried to make t shirts wider using a capsule collider with obi collider obi so then after it is widened, the t shirts particles might be put on the surface of the particles of the skirt, but it didnt work well as I thought.

   

So I am trying to find a way to set a distance bewteen two skinned cloth. I already set skin backstop and skin radius of the partiels located in waist of the t shirts. but it keeps going through skirt's particle. Is there any way to set a distance with any other skinned cloth particles in skinned cloth blueprint or a script method?

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  Can;t get scaling and behavior right...
Posted by: aardworm - 22-10-2024, 12:47 PM - Forum: Obi Fluid - Replies (9)

Hi I like the asset, however, it’s quite hard to make something with it. I’m trying to make dynamic crying with water that rundown the cheek of a character. Judging from the description this should be possible. The character is about 2 meters tall. 

I’m having a couple of problems:

  1. It seems the Emitter should always be a child of the solver. Is there a way around this? Because other otherwise you can only simulate liquid on an object that stands still…
  2. I can’t get the scaling right. When I use method 1 (or 2) from this video. Either the physics become floaty or the mesher (or renderer?) doesn’t render the liquid properly. However, the particles look fine. https://www.youtube.com/watch?v=W0ojzG5dzjU&list=PLnCR8_XCOgrbhhk40Bxbw8gcnaiy5PYL_&index=2&ab_channel=VirtualMethod
  3. No matter what I do, I can't get the rendering right... Image here:  https://ibb.co/L0qNCvD

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  Android rendering doesnt't work and freezes
Posted by: Rearden - 21-10-2024, 12:55 AM - Forum: Obi Fluid - Replies (7)

Hey there! Hope you are doing well!

I am using Unity 2022.3.21.f1 Obi Fluid 6.5. I am working with Built-in rendering pipeline.

I got an issue when building for Android - in my scenes fluid render looks like red squares, game freezes and/or crashes then.
At obi sample scene Faucet I cannot see fluid rendering at all, scene also freezes heavily, making it almost impossible to even quit. 

I have no such issues with iOS, everything works properly.

At the Logcat tab in the Android studio I got no errors related to Obi. Could you please help me with this issue?

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  Obi 7 Major bug on multiple Skinned Cloth
Posted by: calvantsang - 18-10-2024, 07:15 PM - Forum: Obi Cloth - Replies (2)

On the current version of Obi(7.0.3), if there is more than one piece of skinned cloth underneath a solver, all the cloths will be messed up.
Only when one skinned cloth is enable will get the good results.

It happens on both compute (gpu) and burst (cpu), but the burst (cpu) results are less chaos.
Normal cloth and fluids work fine.I tested on unity 2022,2023 and unity 6000 and got the same results,

I retry Obi 6 on a old project with same thing and multiple Skinned Cloth work fine.
Please tell me how to fix it?

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  Can you connect ropes to different moving objects?
Posted by: twocomet - 18-10-2024, 04:26 PM - Forum: Obi Rope - Replies (1)

https://ibb.co/qxTH20G
It was large so I uploaded it to another external image upload site.

When there is a moving character, the gun is attached as the character's right hand child.

The cup-shaped object is assumed to be attached to the UpperChest bone.
I wanted to connect these two objects with a rope, and I wanted to specify the minimum length of this rope.

Currently, I don't know if the problem is caused by the rope being too thin and small before specifying the minimum length...
The ropes used in the project samples are all large.

When the character moves, the gun or cup object that is the center of the rope will move attached to the character bone.
Will this become a problem in the future?

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  How to apply mass 0 to all?
Posted by: twocomet - 17-10-2024, 01:58 PM - Forum: Obi Softbody - Replies (3)

   
Even though the character has all 0 mass and the influence is entirely black, it still displays strangely.
I only want to have my tits and ass shaking.
So, I tried to work by setting the mass of all the bodies to 0 and separating only the breasts into a separate group.
However, before even separating the groups, the hands were expressed strangely.




Additionally, are there any of the following features?
Painting it one by one is difficult to manage because you may miss some points.
How to apply the mass of all selected items in Paint at once?
Other assets had such a function, making it easier to manage, but I don't seem to see that function here.

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  I'm reporting a bug.
Posted by: twocomet - 17-10-2024, 05:44 AM - Forum: Obi Softbody - Replies (2)

   
In the case of this mesh, it is rotated on the floor from the beginning.

   
If you rotate it, it returns to normal.

   
The selection function works fine.

   
Now we go into painting mode to edit the mass.

   
Painting can never be done on a standing area.
Painting is only possible on empty spaces where they lie before being rotated.

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