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can you remove particles ...
Forum: Obi Softbody
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09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
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08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
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24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
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rope settings |
Posted by: 3dship - 06-03-2025, 08:30 AM - Forum: Obi Rope
- Replies (1)
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Hello
What I want to do is really simple but I couldn't solve it because I'm a beginner. To tie the ship to the land with a rope. I create an obi solver and tie the ship. The ship is big and has a high volume, about 700,000 mass. When I move the ship, the rope constantly stretches and doesn't hold the ship. I couldn't figure out what other settings I should make and what I'm missing.
I switched the one that attaches the rope to the boat to dynamic. The one on land is static. other settings are default.
I'd be glad if you could help.
Thank you.
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Performance degradation when using Collision callbacks in scripts |
Posted by: Cat3Man - 01-03-2025, 12:08 PM - Forum: Obi Fluid
- Replies (2)
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Hello. I am using the latest Obi Fluid 7 with Unity 2022.3.43f1.
I noticed that when running a script with the following code while the Backend mode of the Obi Solver is set to GPU, performance deteriorates. Regardless of the processing inside the Solver_OnCollision function, simply registering a function as an event listener to .OnCollision causes a performance drop.
Example:
void OnEnable()
{
if (solver != null)
{
solver.OnCollision += Solver_OnCollision;
}
}
void OnDisable()
{
if (solver != null)
{
solver.OnCollision -= Solver_OnCollision;
}
}
private void Solver_OnCollision(object sender, ObiNativeContactList e)
{
}
However, when the Backend mode is set to CPU, the impact on performance is minimal.
Why does this happen?
Is there a way to use GPU Backend mode without causing a performance drop while still using this script?
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Need Transform of Cloth or Particle Group |
Posted by: vrtraining - 28-02-2025, 06:47 AM - Forum: Obi Cloth
- Replies (4)
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Hi,
I need to track the the transform of cloth particles or specially 2 individual corner particles who I have assigned Particle Group named lets say "Left Corner Particle" and "Right Corner Particle".
Is there is any way I can fetch the transform using Particle Group?
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Interaction Obi fluid/cloth |
Posted by: cliv3dev - 19-02-2025, 06:47 PM - Forum: Obi Cloth
- Replies (3)
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Hi,
I am testing collision between Fluid and cloth.
Works fine between ObiCloth and ObiFluid, but when switching to ObiTearableCloth, fluid doesn't collide anymore with Tearable cloth. Do I need extra setup for collision to work ?
thanks,
Diego
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Fluid ignores colliders on certain amount of particles (compute backend) |
Posted by: JulijaF - 17-02-2025, 03:00 PM - Forum: Obi Fluid
- Replies (2)
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First off, I just want to say how amazing Obi Fluid is! I've had so much fun creating various liquids for my projects—huge thanks for the fantastic work. Keep it up! 
The Issue:
I initially ran into an issue with the compute backend struggling when handling a large number of colliders in the scene. The fluid wouldn't collide with anything, but I found a fix on the forum by adjusting:
Code: #define MAX_CONTACTS_PER_SIMPLEX 32 → 512
This resolved the problem, but only up to a certain number of particles.
My Setup:- Colliders: ~150 (mostly Box Colliders), positioned close together.
- Fluid Resolution: 3
- Particle Count: Around 185k particles—at this point, the fluid starts ignoring colliders and becomes jittery.
The Problems:
- Instability at High Particle Count
- Even with a high-end GPU, the compute backend becomes unpredictable when the particle count increases.
- Reducing the resolution only delays the breaking point.
- Collisions Causing Jitter
- The fluid behaves erratically when colliding with many objects, even with particle count around 100k.
- This jitteriness leads to excessive foam generation.
Example Demos:
- Jittering Fluid at High Particle Count
demo
- Fluid Passing Through Multiple Colliders
demo
Would love any insights on improving stability and handling high particle counts effectively. Thanks in advance! ?
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Particle attachments dont attach correctly on quest2 |
Posted by: drone - 13-02-2025, 02:49 PM - Forum: Obi Rope
- Replies (1)
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Hi, in my company we have Obirope asset and i have a few problems setting it up.
We have overcomplicated vr setup using MetaXR sdk. Obirope 7.0.3, burst solver.
There is image limit on forum so i uploaded it here. In Editor it looks ok (attachment 1. Cables in editor image),
but when app is built and run on quest2 cables are not snapped in place(attachment 2. Cables on the device).
Attachments 3-7 show my in editor setup. On image 4 control points on the edges collide with noting. Image 7 shows attachments that are set up on both sides of rope.
Stuff is connected to each other using meta SnapInteractable to SnapInteractor connection creating ”chains” of objects (they must be coupled/decoupled dynamically).
I also tried to write custom script for forcing renderable position into target Transform position. Sadly there is no visible change on the device.
Another issue is that I have problems with setting up rope as cable so it will behave more like cable, not like rope. Any suggestions?
And fps drop (-20fps) but I assume it's caused by multiple ropes, for now I just want rope endings to attach.
Please let me know if I can specify something more or you need any additional information regarding my setup.
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Changing rope lenth creates erratic behaviour |
Posted by: VAbert - 10-02-2025, 09:46 AM - Forum: Obi Rope
- Replies (3)
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Hello!
Using Obi Rope, I'm trying to make a simple system where a rope is connected to a wall (attachment pin), and to an object that the player can control (another attachment pin); both of those static. I want to make sure that when the object moves away from the wall attachment, the rope gets longer, and when it gets closer, the rope gets shorter. I'm using a cursor, and I tried a few different solutions, but I couldn't get it to work. Here is the current code:
Code: float dist = Vector3.Distance(obj.position, wallAttachment.position) * 1.2f;
if(dist - rope.restLength > 0.1f)
{
objCursor.ChangeLength(Time.deltaTime * ropeSpoolSpeed);
}
else if(dist - rope.restLength < -0.1f)
{
objCursor.ChangeLength(Time.deltaTime * -ropeSpoolSpeed);
}
The result is extremely chaotic, as you can see in this video :
Am I missing something?
Also, along my experiences, I managed to make the rope shorter than zero, which results in an error spamming (in my opinion, it should not be possible), and also to crash Unity, probably by making it too long ? (I feel like there should also be a failsafe there).
Thank you!
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