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(7.0.3) Updating skin con...
Forum: Obi Cloth
Last Post: CptnFabulous
Yesterday, 11:35 AM
» Replies: 2
» Views: 91
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Extending rope by pulling...
Forum: Obi Rope
Last Post: trentthebaker
09-01-2026, 03:58 PM
» Replies: 0
» Views: 227
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Managing dynamic constrai...
Forum: General
Last Post: josemendez
09-01-2026, 09:54 AM
» Replies: 1
» Views: 343
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Emit rope like silly stri...
Forum: Obi Rope
Last Post: josemendez
09-01-2026, 09:17 AM
» Replies: 8
» Views: 872
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
09-01-2026, 02:56 AM
» Replies: 11
» Views: 4,100
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Setting velocity to 0
Forum: Obi Cloth
Last Post: Qriva0
22-12-2025, 11:26 AM
» Replies: 7
» Views: 1,183
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Cloth backside collision ...
Forum: Obi Cloth
Last Post: Qriva0
19-12-2025, 10:07 AM
» Replies: 7
» Views: 1,468
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Following Seas - Made wit...
Forum: Made with Obi
Last Post: josemendez
19-12-2025, 09:56 AM
» Replies: 1
» Views: 394
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Obi 8: what's coming up
Forum: Announcements
Last Post: josemendez
12-12-2025, 08:41 AM
» Replies: 8
» Views: 2,043
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Correct way to update mes...
Forum: Obi Fluid
Last Post: Voxelboy
10-12-2025, 12:48 AM
» Replies: 2
» Views: 658
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| Can I blend in and out of simulation? |
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Posted by: harut - 20-06-2025, 03:32 PM - Forum: Obi Cloth
- Replies (3)
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I have a cloth which is a skinned mesh renderer, and a looped animation, at the start of the animation I want the cloth to behave as a regular skinned mesh renderer without cloth simulation, at some point in the middle of the animation I want to enable the simulation, and at the end I want to slowly disable it and blend back to regular skinned mesh behaviour.
So essentially I want all particles to be pinned at the start and then unpinn them at some time. Ideally I would like to blend between these 2 states, but if blending is not supported then just switch between pinned and unpinned.
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| Tear Rod |
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Posted by: chenji - 17-06-2025, 05:47 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I send this post because there is no out-of-box support for tear rod and I need this in my game dev. By looking at Obi source code I finally implemented a close one. Though it's more like a "fold rod" and mesh is not split, it's ok for my game's requirement. I hope this can help you if you have similar requirement. It's based on Obi Rope 7.0.5
Also I'd like to ask why this feature is not supported in case I missed something important and my code may fail to work in future Obi version.
My code is actually very simple, just deactivate a constraint:
public void TearRod()
{
ObiRod rod = fishingRod;
var twistBatch = rod.GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiBendTwistConstraintsData;
foreach (ObiBendTwistConstraintsBatch batch in twistBatch.batches)
{
if (batch != null)
{
batch.DeactivateConstraint(0);
}
}
rod.SetConstraintsDirty(Oni.ConstraintType.BendTwist);
}
Effect gif: p1.gif
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| Memory Leaks? |
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Posted by: Deckard_89 - 06-06-2025, 11:16 AM - Forum: General
- Replies (3)
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Hi, I am just trying out the demo scenes and I am getting warnings about leaks being detected, making me nervous about including in my project.
For example there is this:
Found 7 leak(s) from callstack:
0x00000172e9db55cb ((<unknown>))
0x00000172e9db54d3 ((<unknown>))
0x00000172e9e62bf3 ((<unknown>))
0x00000172e9e5de0b ((<unknown>))
0x00000172e9e58073 ((<unknown>))
0x00000172e9e5758b ((<unknown>))
0x00000172e9e573fc ((<unknown>))
0x00000172e9e57153 ((<unknown>))
0x00000172c3a13fb6 ((<unknown>))
0x00000172e9e17e3b ((<unknown>))
0x00000172e9e165d3 ((<unknown>))
0x00000172c3a13837 ((<unknown>))
0x00000172c3a13663 ((<unknown>))
0x00000172c3a1345f ((<unknown>))
0x00000172c3a1339b ((<unknown>))
0x00000172c3a12985 ((<unknown>))
0x00000172c3a12a76 ((<unknown>))
0x00007ffdf1194b7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffdf10cd204 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
This is in Unity 2022.3.62f1
Obi Cloth 7.0.5
Thanks
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| Fluid Control Issues |
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Posted by: Reflower - 06-06-2025, 01:55 AM - Forum: Obi Fluid
- Replies (1)
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Hi, I'm working on a project using Obi Fluid in Unity (URP), and I'm running into some frustrating issues that I haven’t been able to solve despite a lot of trial and error. The main problem is that fluid keeps pouring out of containers even when their openings are visibly blocked by colliders both Obi Colliders and standard Unity Colliders. I’ve tried adjusting collision layers, surface thickness, and resolution settings but it doesn’t seem to help i am trying to achieve the same exact result as in the reference video. On top of that, I need to have multiple fluids how fluids interact or mix with each other if possible, right now one liquid keeps on pouring over the other. Also, my fluid materials and colors have suddenly stopped working everything is just rendering as a grey blob now, even though I’m using URP and the correct shader. This is preventing me from making progress on a critical part of the project. I’ve looked through the basic documentation, but I’m wondering if there are any more in depth tutorials or resources that focus on accurate fluid control, especially for situations like blocking pours and keeping fluids isolated. Any help would be massively appreciated. Thanks.
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| was working great, then it wasnt...assigmed mesh missing bone weights? |
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Posted by: Duncano - 02-06-2025, 10:33 PM - Forum: Obi Softbody
- Replies (1)
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Hi,
project was all going great, and i think i duplicated an obi object...( was initially a copy of the rubber ball in example files)
and now i get the error ( duplication was prob coincidence) ' assigned mesh is missing either bone weights...'
the duplicate, had this error and so then so did the one i duplciated.
i tried rebulding the blue print, but dont know what more i can do...
it still sort of works, but i think i do believe something is behaiving strange....as the soft body seems to stop working at a certin point in my timeline.
have attached screen grab of stack...( there is an animator on the object...but this is only animating the material.
any help, much appreciated.
thanks,
Duncan
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| Does Obi Softbody fit for a realistic snowboard physics simulation? |
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Posted by: nithrous - 02-06-2025, 08:05 PM - Forum: Obi Softbody
- Replies (3)
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Hello,
I’m new to Unity and Obi Softbody, although I have a strong background in C#. I want to create a realistic simulator of snowboard behavior (so that it bends and deforms correctly under the rider’s weight, and so that it starts moving based on gravity/friction/inertia/reaction forces). Is this package suitable for that kind of implementation?
I’ve already experimented a bit with Obi Softbody. I created a blueprint with: - Surface Sampling Mode: Voxels, Resolution: 16
- Volume Sampling: None
From reading the forum, I understood that stiffness depends on the Substeps setting in the solver. When I set Substeps to 3, the snowboard behaved like extremely elastic, highly flexible rubber (FPS was around 240). When I set Substeps to 60, it became stiffer, but FPS immediately dropped to about 140. At Substeps = 120, the board behaved even more rigidly, but FPS fell to 40.
Also, the snowboard bounces off objects very strongly, and when it lands, it slides excessively across them. I also noticed that if the number of solver steps is too low, the snowboard often just hangs in midair.
So:
- Is this package suitable for the task?
- If yes, what should be changed to keep performance high, make sliding realistic, and prevent it from bouncing like a super-bouncy rubber ball?
Here is a video demonstration with 32 Substeps in the solver:
https://www.youtube.com/watch?v=AOgJ0Ki7G9Y
Sincerely,
nithrous
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