27-11-2019, 08:13 AM
(This post was last modified: 27-11-2019, 08:14 AM by josemendez.)
(26-11-2019, 09:16 PM)adamamtiam Wrote: I keep getting flooded with the error below and don't really know what to do since I can't even figure out how to use your tool properly. It happens when I enter Edit path mode with a newly created Solver/Rope GameObject which has a Very Long Cable Blueprint applied. Edit mode itself is missing all gui's but I can see/modify control points.
I just bought this today and I'm pretty disappointed that there are no quick, easy to follow tutorials (that get updated). This tool is more complicated than it needs to be, so there should be better documentation and tutorials available to get people using it quicker.
ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Modules/IMGUI/LayoutGroup.cs:122)
UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:428)
UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:385)
UnityEngine.GUILayout.DoToggle (System.Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:108)
UnityEngine.GUILayout.Toggle (System.Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:105)
Obi.ObiPathEditor.DrawToolButtons () (at Assets/Obi/Editor/RopeAndRod/ObiPathEditor.cs:513)
Obi.ObiPathEditor.DrawUIWindow (System.Int32 windowID) (at Assets/Obi/Editor/RopeAndRod/ObiPathEditor.cs:502)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:444)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Modules/IMGUI/GUI.cs:1643)
UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
Hi there!
Unable to reproduce this. I opened a new scene, created a rope (GameObject->3DObject->Obi->ObiRope), dragged the "Very Long Cable" blueprint to the rope's blueprint slot, and entered edit mode without issue. Could you show me the way you set it up in some way (a few screenshots, or even a video?)
The manual (http://obi.virtualmethodstudio.com/tutorials/) is updated regularly, now with the release of 5.0 pretty much daily, and we just began making video tutorials too:
https://www.youtube.com/playlist?list=PL...Kns3UmsJ8B
As you can see in the manual: (http://obi.virtualmethodstudio.com/tutor...setup.html), the steps to create a rope are:
- Create a rope blueprint asset
- Create a ObiRope actor
- Assign the blueprint to the actor's ropeBlueprint slot, and click edit path.
That's about it. It's not that complicated, but if all you need to create is a rigidbody chain, I'd agree that Obi is probably overkill. We cover a lot of use cases: resizable/tearable rope, character-driven ropes, variable thickness rope, sticky collisions, chains, path-deformed meshes, coupled torsion/bending dynamics, anisotropic shearing/stretching, inertial reference frames... some of these you'd usually only find in expensive industrial grade simulators, not game engines, but we took great care of hiding the complexity away and avoid making it look bloated. Anyway it takes some time to get used to.
Let me know if I can help in any way!