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02-10-2024, 08:17 AM
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Randomness in solvers
Forum: Obi Softbody
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30-09-2024, 04:01 PM
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Wrong Particle Position
Forum: Obi Rope
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ObiInstancedParticleRende...
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27-09-2024, 10:39 AM
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Backface URP Material
Forum: Obi Cloth
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26-09-2024, 11:30 AM
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Can I get help?
Forum: Obi Cloth
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25-09-2024, 09:07 AM
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Fluid emitter stuttering ...
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24-09-2024, 11:43 PM
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Fixed timestepping
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Reduce swinging of cloth
Forum: Obi Cloth
Last Post: josemendez
24-09-2024, 08:49 AM
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  Scale Issue
Posted by: vrtraining - 22-08-2024, 09:09 AM - Forum: Obi Cloth - Replies (3)

Hi, I'm a bit new to Obi Cloth (I'm using Obi Rope since long time so I'm familiar with basic Obi components).

I'm facing a problem of scale. If Game Object which Obi Cloth is attached is scaled down to 0.5,0.5,0.5 then it creates a problem in simulation.

At scale 1,1,1 in Unity Transform I get correct simulation when it falls down like image below
[Image: A.png]


At scale 0.5,0.5,0.5 in Unity Transform I get this strange incorrect simulation when it falls down like image below
[Image: B.png]


I tried changing the scale in BluePrint but It doesn't effect, the object is occupies same amount of space.

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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)

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)

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)

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:

  1. Whenever I select something in the Scene, Hierarchy, or Project, it triggers movement of the object hanging on the rope.
  2. 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)

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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  How to cure blur
Posted by: bobooo - 15-08-2024, 06:00 AM - Forum: Obi Softbody - Replies (2)

   
When I play the sample scene in HDRP, the object becomes blurry,
How can I resolve the blur?

Obi version is 7.0.1

Unity version is 2022.3.22f1.

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  Roadmap for Unity Physics package
Posted by: VirtualCucumber - 15-08-2024, 04:51 AM - Forum: Obi Rope - Replies (1)

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)

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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  How to keep liquids in the air?
Posted by: asimofu_ok - 14-08-2024, 04:23 AM - Forum: Obi Fluid - Replies (3)

The new Obi 7 looks like it has terrific potential.
By the way, I could not figure out how to keep the liquid in the air as shown in the Asset Store video.
       
How is it done?
Also, do you have any sample scenes that do this?

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  Try to modify the velocity
Posted by: a172862967 - 11-08-2024, 10:39 AM - Forum: Obi Fluid - Replies (3)

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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