Obi is a collection of particle-based physics plugins for Unity. Everything in Obi is made out of small spheres called particles. Particles can interact with each other, affect and be affected by other objects through the use of constraints. All Obi assets use the same physics framework and share the same architectural design. Most of the information you'll find in this manual applies to all Obi assets, and there's specific sections that focus on each individual asset.

At the top-right corner of every manual page you will find a blue dropdown button. This lets you switch to a different version of the current manual page. If any given page does not exist in a particular version, it will appear highlighted in red:

Troughout this manual, you'll find color-coded globes containing hints, things to look out for or common pitfalls:

If you're starting out, we recommend reading this introductory section first. It starts by setting the asset up, covers Obi's overall architecture, goes over the role played by all core components (solvers, updaters, and actors) and explains how the simulation works internally.

If you're having performance issues, check out our performance tips. If you're struggling with your particular use case, remember that we're here to help you out: visit the contact section and drop us a line in the forums or write to our support email.