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  Transparent fluid is flickering
Posted by: PlatonSk - 04-06-2025, 08:37 AM - Forum: Obi Fluid - Replies (1)

Hello! Transparent fluid is flickering after i change solver scale from 1 to 6. My Thickness in pass was 30 and after i changed to 5, flickering go away. But how still use thickness 30 and disappeared flickering? I need thick 30 for mixing fluids.
Unity 6 is using.
Link with settings screenshots and video with flickering.
https://drive.google.com/drive/folders/1...RDrB2Trsvr

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  was working great, then it wasnt...assigmed mesh missing bone weights?
Posted by: Duncano - 02-06-2025, 10:33 PM - Forum: Obi Softbody - Replies (1)

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?
Posted by: nithrous - 02-06-2025, 08:05 PM - Forum: Obi Softbody - Replies (3)

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:
  1. Is this package suitable for the task?
  2. 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
Posted by: Destro26 - 28-05-2025, 12:51 PM - Forum: Made with Obi - Replies (1)

[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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Pregunta Solver is too performance heavy
Posted by: quent_1982 - 27-05-2025, 03:53 PM - Forum: Obi Rope - Replies (40)

I have a single medium length ObiRope with ~35 attachments, that costs around 22 FPS, but hole pure rope somehow costs around ~38 FPS, so the hole solver with single rope uses ~60 FPS, that is too much.
TimeStep in project is 0.015f, I've played a bit with ObiSolver values but it didn't help at all. If I set all solver's constraints to 1 and parallel it gives only ~12 fps.



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Pregunta Swinging on rope
Posted by: quent_1982 - 26-05-2025, 05:24 PM - Forum: Obi Rope - Replies (4)

Hello, I need your explanation of all ways to attach my player to a rope so that he is attached to the rope as tightly as possible and stays on it without small jumps and etc. Also, for my situation, it is important that the player can calmly swing on the rope an physically act on it. At the same time, the rope should be not too tight and too soft, something between.

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  How to Get Alpha Value in a Custom Shader
Posted by: nonnamed - 26-05-2025, 03:01 PM - Forum: Obi Fluid - Replies (2)

I created a Shader Graph as shown in the attached image, but even when I assign a color with an alpha value to the particle, the alpha always ends up being 1.
Is there anything I might be doing wrong?
Any help would be greatly appreciated. Thank you in advance!



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  Crash Related to CustomEmitterShape
Posted by: nonnamed - 25-05-2025, 05:01 AM - Forum: Obi Fluid - Replies (1)

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
Posted by: Paul1 - 21-05-2025, 12:30 PM - Forum: Obi Rope - Replies (7)

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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Pregunta Collisions do not happens properly with object's mass lower than 0.7
Posted by: quent_1982 - 17-05-2025, 02:12 PM - Forum: Obi Rope - Replies (2)

I have a chain and player with active ragdoll that based on configurable joints. Each of player's limb have mass ~0.25kg and next hierarchy:

----LimbWithJoint (Joint, Rigidbody and ObiRigidbody)
--------Limb'sCollider (Convex MeshCollider with ObiCollider)

(Core mass is in the root of player's rigidbody and equals 3kg)

So, when collision is happened between limb and chain there is almost no push effect, limb is just going through the chain. The collisions start working only if mass of limb is greater than ~0.7kg and they are not perfect.

Mass of each point in ObiPathEditor is 0.25kg, ObiRope mass is 1kg, surface and self collisions are turned off.



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