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Broken scripts with updat...
Forum: Obi Rope
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Garment explodes on Andro...
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Null Reference, actor not...
Forum: Obi Rope
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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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Barrier belt - changing l...
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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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How to optimize collisions? |
Posted by: vrtraining - 15-10-2024, 06:05 PM - Forum: Obi Cloth
- Replies (12)
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So I have turned off surface and self collisions for a cloth and also my sheet is 9x9 = 81 particles. I've tried using many techniques, the sub steps to 1-2, collision iteration is only 1. Using multiple collision layers to avoid multiple collisions.
The problem im facing is frame rate drop when my cloth falls on the floor as it lay down completely flat on the floor, i think it could be due to all 81 points colliding with the floor. Any other options I can use to reduce physics based processing or increase my framerate? Does total number of colliders in scene effect?
Update: I tried reducing cloth collision points to only 4 and im still getting same results as it hits the floor, looks like number of points colliding isn't the issue. But as soon as it collides with floor my frame rate drops, any way to optimize or trace it? Because as long as im holding the blanket in hand with attachments, it works fine, but as soon a single collision happens or any single particle collides anywhere i get a frame rate drop.
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Obi rope with Photon Fusion 2 disconnects from attachment |
Posted by: Paul1 - 07-10-2024, 04:38 PM - Forum: Obi Rope
- Replies (4)
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I need to spawn objects in runtime, so everything needs to be a prefab. When creating a scene, I instantiate obi rope and spawn 2 plugs, that I can pick up, I connect them to the rope and that is it. On host: Everything works fine, on client: rope gets disconnected from plug and starts to do some weird movement. That only happens when everything is instantiated in runtime.
SimulationBehaviour code:
Code: bool first = true;
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (runner.IsSceneAuthority)
{
if (first)
{
runner.Spawn(prefab, new Vector3(1, 0.089f, 0));
runner.Spawn(prefab, new Vector3(-1, 0.089f, 0));
first = false;
}
runner.SetPlayerObject(player, runner.Spawn(playerPrefab, new Vector3(UnityEngine.Random.Range(-10, 10), 1, UnityEngine.Random.Range(-10, 10)), inputAuthority: player));
}
}
plug code (there is more code, but for this question, this is the important part. Parent is in main project something else, this is just for testing):
Code: Transform parent;
Rigidbody rb;
private void Start()
{
parent = transform;
rb = parent.GetComponent<Rigidbody>();
if (a.Att1.target == null)
{
a.Att1.target = transform;
}
else
{
a.Att2.target = transform;
}
}
public void Pickup(Transform hand)
{
rb.isKinematic = true;
rb.useGravity = false;
parent.SetParent(hand);
parent.localPosition = Vector3.forward;
}
public void Release()
{
rb.isKinematic = false;
rb.useGravity = true;
parent.SetParent(null);
}
I also set the Time.timeScale = 0 at start of creating the scene, and at the end back to 1.
Here is a video for better understanding of the problem: [color=var(--theme-link-color-hover, var(--theme-secondary-500))]https://drive.google.com/file/d/1P0H2jcFyjb4VeKeQxLUOMf9-ppuZqm9X/view?usp=sharing[/color]
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Obi Fluid 7 for Apple Vision Pro |
Posted by: AguaRadio - 03-10-2024, 08:10 AM - Forum: Obi Fluid
- Replies (1)
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Hi there, hope you're doing good.
I wanted to inquire if Obi Fluid 7 works on Apple Vision Pro with the change from previous screen-space ellipsoid splatting to isosurface mesh extraction. Currently vision OS builds from Unity currently only support Single-Pass Instanced rendering so I'm curious if the team has tested this in house before I proceed further.
Thank you so much for your time.
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Overlapping Obi Colliders too much causes the Compute backend to go mental |
Posted by: Nyphur - 27-09-2024, 10:36 AM - Forum: Obi Fluid
- Replies (3)
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OK, I have a truly bizarre one for you.
If you put enough Obi Colliders overlapping in the same place, even fully static box colliders, the Compute backend goes absolutely mental. It has some kind of overflow and starts adding random updraughts of force to particles in random areas, some near the colliders (but not touching) and some nowhere near it. Burst is unaffected.
I noticed it in a game where I have a level made out of modular parts and each Wall has an obi collider. I added some more colliders to the level and noticed that my fluid started randomly jumping up all over place and wouldn't stop. Even with the most aggressive smoothing, the fluid never reached a rest state and just kept jiggling. A ton of trial and error to find out that it's caused by obi colliders just being in the scene and switched on and not even necessarily near the fluid, and then I managed to recreate it by stacking enough colliders in the same spot.
Replication steps: - Create a new blank URP project
- Install Obi Fluid 7.03
- Launch Faucet And Bucket test scene and fix the scene materials
- Set the Solver to Compute back-end and the emitter to speed 6 and lifespan 8
- Edit the fluid blueprint to expand it to 12,000 particles and re-generate it
- Create a 3D Cube at coordinates Vector3(0.879999876,1.23000002,-2.41999984). Add an Obi Collider.
- Launch the Scene. Now duplicate the cube in place using Ctrl-D until you get to 16 cubes.
- When you get to 16 cubes, you'll see obvious jets shooting out of the fluid below and near the cube, and another jet randomly on the far edge of the fluid.
Experimentation:- If you disable the obi colliders on the cubes 1 at a time you can see the effect diminish with each one.
- If you move any of the cubes so that their colliders are no longer overlapping, they no longer contribute to the effect.
- If you move the group of cubes around or re-scale them all, it changes the characteristics of the random bits of force causing the jets
- Change the box collider size's y value on all the cubes slowly. When it hits 3, an entire quadrant of particles randomly jumps up in the air. Increase it further to just over 8.0, the effect disappears and everything goes back to normal. 8 world units tall seems to be a magic number, is that the unit size of the collider grid or something?
Expected Result: Not fluid going mental
Observed Result: Fluid going mental
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