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Overlapping Obi Colliders...
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Randomness in solvers
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Wrong Particle Position
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ObiInstancedParticleRende...
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Backface URP Material
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Can I get help?
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Fluid emitter stuttering ...
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Fixed timestepping
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Reduce swinging of cloth
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Chain Renderer with Burst can not use Point Light |
Posted by: asimofu_ok - 22-08-2024, 08:11 AM - Forum: Obi Rope
- Replies (6)
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I updated to Obi 7 and Chain Renderer no longer accepts forward_add passes for Point Light, Spot Light, etc.
The render is built-in and the Solver is Burst.
There seems to be a problem with Graphics.RenderMeshInstanced() used in BurstChainRopeRenderSystem.cs but I don't know what to do.
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Demo Scene - Snake - Navmesh |
Posted by: devmert - 20-08-2024, 08:27 PM - Forum: Obi Rope
- Replies (3)
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Hello,
The controls of the snake in your Snake demo are good but I want to move it only on the ground using the point&click logic mechanics using the navmesh agent.
How can I do it?
Thanks
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Selecting Objects in Hierarchy Triggers Unintentional Physics |
Posted by: PRodi - 19-08-2024, 11:52 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I’m using Obi Rope Version 7.0.1 with Unity 2022.3.42f1, and my project is built with URP. I’m trying to create a lamp with a cable in VR that is attached to the ceiling. I based it on the "Chains" scene but encountered some issues:
- Whenever I select something in the Scene, Hierarchy, or Project, it triggers movement of the object hanging on the rope.
- When the object is hanging on the rope, it randomly jumps after standing still for some time, and this behavior repeats constantly.
I've attached a video demonstrating the issue:
https://www.youtube.com/watch?v=CNmVGeAQKo8
Additional Question: Is there a more efficient or performant method for creating hanging lamps with cables compared to using the "Chains" scene as a base?
Any assistance would be greatly appreciated.
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Obi Rope Prefab Pluger not working |
Posted by: PRodi - 19-08-2024, 04:05 AM - Forum: Obi Rope
- Replies (2)
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Hi,
I’m using Unity 2022.3.42f1, and my project is built with URP. After freshly downloading and installing Obi Rope into my project, I encountered some errors/bugs:
In your "ElectricalWires" scene, when I copy the Obi Solver in the Hierarchy or create a new prefab from the Obi Solver and try to use it in the same scene, I encounter the following errors after pressing the play button:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRopePrefabPlugger.OnEnable () (at Assets/Obi/Scripts/RopeAndRod/Utils/ObiRopePrefabPlugger.cs:27)
(The same issue occurs if I try to duplicate any of the Obi Ropes multiple times in the scene hierarchy. Some instances work fine, and I can see sparks after tearing apart cables, but others generate these errors.)
I would like to use this as a prefab in my other game levels.
Can you please assist me in resolving this error?
Thank you for your help.
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Roadmap for Unity Physics package |
Posted by: VirtualCucumber - 15-08-2024, 04:51 AM - Forum: Obi Rope
- Replies (1)
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Hi,
is there a plan to integrate Obi with Unity Physics package that uses DOTS? And if so, when could we see it released?
I will be using the new Unity Physics package instead of the standard physics engine due to my networking requirements for server-authoritative physics and I would love to utilize Obi as the ropes.
Thanks.
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Hook-a-Duck VR |
Posted by: Mast26 - 14-08-2024, 07:24 PM - Forum: Made with Obi
- Replies (1)
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Hi all, this was just released yesterday and i figured i would post it here, would love to hear what you guys think!
Basically, Hook-a-Duck VR is a simple VR interpretation of the classic fairground stalwart, with a few extra spicy additions. Despite what it might look like in the video, this doesn't use Obi Fluid, it only uses Obi Rope for the fishing rod's line and the Obi Bone functionality for some physics on the fishing rod itself.
It's available on Steam & Itch.io, and there is a demo available but currently only on Itch (There's a "Download demo" section on the page linked previously). The Steam version of the demo will be available later.
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Try to modify the velocity |
Posted by: a172862967 - 11-08-2024, 10:39 AM - Forum: Obi Fluid
- Replies (3)
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Code: void Start()
{
m_solver.OnSimulationEnd += ColorFromVelocity_OnInterpolate;
}
private void ColorFromVelocity_OnInterpolate(ObiSolver solver, float simulatedTime, float substepTime)
{
if (solver.backendType == ObiSolver.BackendType.Compute)
{
m_computeShader.SetFloat("DeltaTime", Time.deltaTime);
m_computeShader.SetBuffer(0, "ObiVelocityBuffer", solver.velocities.computeBuffer);
int threadGroups = ComputeMath.ThreadGroupCount(solver.allocParticleCount, 128);
m_computeShader.Dispatch(0, Mathf.CeilToInt(threadGroups), 1, 1);
}
}
Code: RWStructuredBuffer<float4> ObiVelocityBuffer;
float DeltaTime;
[numthreads(128,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
ObiVelocityBuffer[id.x] = float4(0, DeltaTime*10, 0, 0);
}
I followed the instructions on this page and tried applying extra force, but nothing seems to have changed.
Did I do something wrong?
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