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Runtime generated SDF
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Stop Cursor Removing Part...
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Emit rope like silly stri...
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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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| RopeBot - 3D Puzzle / Platformer |
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Posted by: Destro26 - 28-05-2025, 12:51 PM - Forum: Made with Obi
- Replies (1)
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[color=oklab(0.952331 0.000418991 -0.00125992)]Hi I've been working on a 3D puzzle / platformer using Obi Rope for a while now, here is a short gameplay trailer.
Also I'm currently running a playtesting session so if anyone's interested in playtesting the game for 30 minutes and filling out a quick survey I can send you the link to the test.[/color]
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| Crash Related to CustomEmitterShape |
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Posted by: nonnamed - 25-05-2025, 05:01 AM - Forum: Obi Fluid
- Replies (1)
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I would like to report a crash issue that I discovered with a specific setting.
If this has already been reported or explained elsewhere, I apologize in advance.
When creating a CustomEmitterShape, if an EmitPoint added to the distribution has a direction of Vector2.zero, a crash occurs in the Compute BackEnd.
However, it runs correctly in the Burst BackEnd.
Please note that I am not confident in English, so I used ChatGPT to help write this message.
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| Rope disappears when camera is close |
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Posted by: Paul1 - 21-05-2025, 12:30 PM - Forum: Obi Rope
- Replies (7)
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Hi,
I am having issues with rendering a rope. When i get closer with the camera, the rope disappears. This only happens in a specific scene, on a specific solver. I duplicated solver values, so that is not a problem. This worked for me before updating to a newer version, now I am on version 7. I am creating the rope in runtime, here is the code:
Code: obiRope = EditingObject.GetComponent<ObiRope>();
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
blueprint.path.Clear();
blueprint.path.AddControlPoint(Vector3.left, new Vector3(-.3f, 0), new Vector3(.3f, 0), Vector3.zero, 0.1f, 0.1f, .1f, filter, Color.white, "start");
blueprint.path.AddControlPoint(Vector3.right, new Vector3(-.3f, 0), new Vector3(.3f, 0), Vector3.zero, 0.1f, 0.1f, .1f, filter, Color.white, "end");
blueprint.path.FlushEvents();
obiRope.ropeBlueprint = blueprint;
For every change I do to the rope (changing the path, adding control points), I call:
Code: obiRope.path.FlushEvents();
StartCoroutine(obiRope.blueprint.Generate());
yield return new WaitForSecondsRealtime(1f);
obiRope.ResetParticles();
Video: https://drive.google.com/file/d/1lB2xcWD...sp=sharing
If you need anything else, please, tell me. I've been stuck on this problem for quite some time and can't seem to find a solution.
Thanks in advance!
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