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Emit rope like silly stri...
Forum: Obi Rope
Last Post: sacb0y
Yesterday, 03:50 PM
» Replies: 12
» Views: 1,592
Trying to make obi fluids...
Forum: Obi Fluid
Last Post: abhijathandsi
Yesterday, 06:50 AM
» Replies: 3
» Views: 99
Softbody High Particle Co...
Forum: Obi Softbody
Last Post: Eritar
13-02-2026, 02:15 PM
» Replies: 6
» Views: 213
Partially connect to Skin...
Forum: Obi Cloth
Last Post: josemendez
10-02-2026, 02:44 PM
» Replies: 1
» Views: 321
Games using Obi Ropes
Forum: Obi Rope
Last Post: Guillaume
07-02-2026, 02:06 PM
» Replies: 2
» Views: 299
Managing dynamic constrai...
Forum: General
Last Post: Qriva0
03-02-2026, 11:40 AM
» Replies: 4
» Views: 723
Acessing SkinnedMeshRende...
Forum: Obi Softbody
Last Post: josemendez
02-02-2026, 04:00 PM
» Replies: 1
» Views: 250
Stop Cursor Removing Part...
Forum: Obi Rope
Last Post: MisterToot
01-02-2026, 05:49 AM
» Replies: 2
» Views: 346
Runtime generated SDF
Forum: General
Last Post: josemendez
30-01-2026, 10:57 AM
» Replies: 6
» Views: 4,506
Simple Collision Debug Lo...
Forum: Obi Fluid
Last Post: josemendez
26-01-2026, 06:54 AM
» Replies: 1
» Views: 323

 
Pregunta Trying to make obi fluids work with terrain holes
Posted by: abhijathandsi - 13-02-2026, 06:50 AM - Forum: Obi Fluid - Replies (3)

Hey guys! 
Im working on a construction sim which uses Digger pro for voxel terrain and it uses terrain holes when digging downwards and puts a mesh in the place of the hole. Now the problem is fluids does not seem to recognise that there are holes and flows as if there is no hole. 
I tested this with a plain scene with a new terrain and painted a hole and added an emitter on top, but it thinks there is no hole there.

Am I missing a setting somewhere or is there a workaround for this? Any leads will be appreciated.

Regards,
Abhishek Jathan

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  Softbody High Particle Count Skinning Bug
Posted by: Eritar - 11-02-2026, 09:04 AM - Forum: Obi Softbody - Replies (6)

Hi, sorry to bother you again, I'm encountering a rather unreliable skinning behaviour.

   

Steps to reproduce:
When modifying the RubberDragon demo, if you increase the Surface and Volume Sampling to a 100, to increase the particle count. And re-binding it in the skinner with the default parameters. Removing custom skinmap doesn't help.
Increasing Radius in the Bind parameters helps the issue somewhat, but it "inflates" the skinned mesh, and is a workaround I'd like to avoid.

Thank you very much for your continuing support and development of this amazing plugin!

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  Games using Obi Ropes
Posted by: Guillaume - 06-02-2026, 10:39 AM - Forum: Obi Rope - Replies (2)

Hi there!

I didn't found a topic but maybe I didn't search correctly!
I thought it will be fun to share our games that use Obi Rope!


Here is our game release last January 29th : 

CAIRN



Available on Steam but also on various PC Stores and PS5

[Image: ?imw=5000&imh=5000&ima=fit&impolicy=Lett...rbox=false]

We use Obi rope for the lifeline of Aava (the main character) with a good old line renderer and for the quickdraw (not visual, only the simulation rebinded on a skined mesh).
We split the rope into several ropes (one rope between each quickdraw)
We use distance field for collision (no mesh collider since it was easy to penetrate and impossible to move out)

Cheers!

Guillaume

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  Acessing SkinnedMeshRenderer data
Posted by: Eritar - 02-02-2026, 02:37 PM - Forum: Obi Softbody - Replies (1)

Hi!

I'm trying to test the Obi Softbody add-on, and I need to retrieve the mesh data from the SkinnedMeshRenderer.

In my current implementation (without softbody), I set three Graphics Buffers of position, normal and tangent streams of the SkinnedMeshRenderer, and then access their offsets.
However, when I try to skin the SMR with Softbody Skinner, I retrieve initial vertex data like it was in the viewport before the simulation.
As far as I understand, Softbody Skinner should update skinned mesh renderer buffers after a simulation tick, and it should work, but I'm obviously missing something.

Code:
TryGetComponent<SkinnedMeshRenderer>(out var smr);
Mesh skinMesh = smr.sharedMesh;

using GraphicsBuffer skinPositionsBuffer = smr.GetVertexBuffer();
using GraphicsBuffer skinNormalsBuffer = smr.GetVertexBuffer();
using GraphicsBuffer skinTangentsBuffer = smr.GetVertexBuffer();

int[] skinPositionStrideOffset =
            {
                skinMesh.GetVertexBufferStride(positionStream),
                skinMesh.GetVertexAttributeOffset(VertexAttribute.Position),
            };
int[] skinNormalStrideOffset =
            {
                skinMesh.GetVertexBufferStride(normalStream),
                skinMesh.GetVertexAttributeOffset(VertexAttribute.Normal),
            };
int[] skinTangentStrideOffset =
            {
                skinMesh.GetVertexBufferStride(tangentStream),
                skinMesh.GetVertexAttributeOffset(VertexAttribute.Tangent),
            };


Thank you very much for your time!

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  Partially connect to Skinned Cloth Renderer
Posted by: AnimaLunae - 30-01-2026, 04:35 PM - Forum: Obi Cloth - Replies (1)

I have a particular problem that baffles me that I can't get around it. I'll try to explain it succinctly.

  • Working in Unity 6000.3.4f1 and Obi Cloth 7.1 in a game studio on a 3rd person AA game and the main character is wearing a long leather coat
  • The coat (green) is complicated, double sided, extra loops, buckles, belts, etc... so I need to use a proxy mesh (purple) that's bound to the high poly mesh 
  • Tried simulating using a proxy for the entire coat and making the top static using skin constraints, but I wasn't able to make that part perfectly still, it was still bouncing and wobbling. Also I don't want to simulate stuff that doesn't need to move.
  • I'm currently simulating a proxy of just the bottom part (purple).
  • However when I bind the proxy of the lower coat to the entire high poly coat, the top of the coat gets pulled down to the origin because it doesn't have an influence while I want it to stay skinned to the skeleton. I tried tweaking the falloff and radius values without any luck.
Is there a way to connect only a part of a mesh to a proxy? If not, what would be the best way to deal with this?

Many thanks for any help you can offer! 

[Image: l1i24pf.png][Image: LU6aTkQ.png]

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  Stop Cursor Removing Particle Attatchment
Posted by: MisterToot - 30-01-2026, 06:36 AM - Forum: Obi Rope - Replies (2)

Hello! as the title suggests I'd love to be able to block the cursor from reducing the size of a rope if it is about to remove a particle that is subject to a particle attatchment. 

I have a starting rope blueprint & setup like this: 

  1. static particle attatchment (start)
  2. rope cursor (pointing towards the start like this <-0)
  3. a dynamic particle attatchment (middle)
  4. another rope cursor (again, pointing towards the middle like this <-0) 
  5. then some dynamic attatchments at the end that won't get affected because the cursors won't ever remove particles in that direction. 
See screenshot attatched. 

I'd love to block via code, the cursors from removing the particles attatched to the dynamic attatchments, and I feel like this is the sort of thing that might have already been solved 

Thanks! 

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Pregunta Simple Collision Debug Log
Posted by: PortableAnswers - 25-01-2026, 05:38 PM - Forum: Obi Fluid - Replies (1)

Hello,

I am able to make fluid collide with 3D objects using the Obi Colliders, but I have yet to figure out how to get any data back from the collision itself. 
Even just a Debug.Log("Foo") would be enough to get me in the right direction.

Here's the code snippet in the documentation that I first started messing around with:

Code:
ObiColliderBase collider = ObiColliderWorld.GetInstance().colliderHandles[contact.bodyB].owner;

Any step-by-step instructions would be great. Thanks!

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  (7.0.3) Updating skin constraints for noobs
Posted by: CptnFabulous - 19-01-2026, 02:26 AM - Forum: Obi Cloth - Replies (3)

I’m trying to get cloth garments on a character model to behave looser without entirely slipping off, and from my research I think modifying the skin constraints will be the best solution. I’m following the documentation (https://obi.virtualmethodstudio.com/manu...aints.html) and these look like exactly the right settings I need to alter, but I’m having trouble understanding how to change them, since there are no clearly exposed properties or functions.

I had a look at the documentation for scripting constraints (https://obi.virtualmethodstudio.com/manu...aints.html), but I haven’t really figured out how to access specific settings. From what I can tell, constraint batches are created only when a particle is created with different settings, and they’re grouped into batches at runtime to limit the number of different settings in memory. But I don’t really know how to add new ones. For now I only need one set of constraints for the entire cloth actor, and they don’t really need to change after being generated (although if they can that might help with debugging). The cloth shapes are being generated procedurally from procedural meshes, so it needs to all work through code.

I looked at the example in that documentation (which is conveniently already for setting the skin constraints), and tried copying it and turning it into a standalone function with parameters instead of hardcoded values. But I got null errors when trying to retrieve the batches, so there didn’t seem to be values there to edit. I realised that the example code uses an ObiSkinnedCloth, whereas our current system just uses regular ObiCloth components, so I switched the cloth, renderer and mesh renderer components to the right ones. But now I'm getting an out of range error when trying to get the index offset and access the correct batches.

I’m sure I’m going about this completely the wrong way. Maybe I’m running this code at the wrong point during the generation, or I’m meant to modify values in the blueprint rather than the cloth itself. Any help would be greatly appreciated.

Thanks!

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  Extending rope by pulling on cursor end
Posted by: trentthebaker - 09-01-2026, 03:58 PM - Forum: Obi Rope - No Replies

Hi there,

I've recently been learning the ropes of Obi Rope and am very excited to work with it! I have a question that I haven't quite found a satisfying answer to. I have a rope which is attached to 2 rigidbodies with dynamic particle attachments. For testing, Body A is kinematic and Body B is not. I want to extend the rope when Body B is moving such that the rope is taut and needs more length to keep up- that is, Body B is pulling the rope out of the cursor (inside Body A), ideally with little resistance. I've attached a video to demo what I'm trying to achieve.

I've tried comparing CalculateLength() to restLength and adding the difference if it's positive, which seems to work in some situations, but there are false positives when applying force to Body B while there's still slack. My understanding is that the end of the rope is stretching to keep up with its pin making the calculated length greater than rest length, despite there being slack left to use. I only want this extending to happen when I would realistically expect the rope to be pulled at the cursor point. Writing now, I suppose there just has to be force applied to the line where Body A/the cursor is, there could be slack further up the line.

I believe this is a solvable problem, while searching the forums I found this demo: https://obi.virtualmethodstudio.com/foru...-4062.html
When the fishing line is cast out, there's no perceivable resistance, that's the sort of effect I'm hoping to achieve.

Afterwards, and this may be the same solution, I'd love to implement retracting as a means of force rather than distance/time, that is, if Body B is massive or has opposing force then it is harder to retract.

If there's any further clarification or code that would help explain I'm happy to share!

Thanks


I don't see my file attachment in the final post so here's a Google Drive link just in case: https://drive.google.com/file/d/12stx-FV...sp=sharing

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  Emit rope like silly string
Posted by: sacb0y - 06-01-2026, 01:50 PM - Forum: Obi Rope - Replies (12)

I'm trying to do an effect like silly string emitted from a cannon, I tried using growth speed but that doesn't seem right. 

How can I get the rope to shoot out from a point?

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