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Position of Solver in Hie...
Forum: Obi Rope
Last Post: ShawnF
Yesterday, 09:07 AM
» Replies: 4
» Views: 1,109
Attaching gameobjects aft...
Forum: Obi Rope
Last Post: Ferhat123
25-07-2024, 07:28 PM
» Replies: 4
» Views: 166
Rope static attachment se...
Forum: Obi Rope
Last Post: ShawnF
25-07-2024, 06:58 PM
» Replies: 2
» Views: 82
Obi Rope Cursor ChangeLen...
Forum: Obi Rope
Last Post: josemendez
24-07-2024, 12:21 PM
» Replies: 3
» Views: 135
DIINotFoundException when...
Forum: Obi Rope
Last Post: josemendez
24-07-2024, 09:04 AM
» Replies: 4
» Views: 429
Rope hierarchy
Forum: Obi Rope
Last Post: josemendez
24-07-2024, 09:00 AM
» Replies: 1
» Views: 56
Glowing luquid in obi 7.0
Forum: Obi Fluid
Last Post: seenotevil92
23-07-2024, 12:30 PM
» Replies: 2
» Views: 109
I would like a beta versi...
Forum: Obi Fluid
Last Post: josemendez
23-07-2024, 08:32 AM
» Replies: 2
» Views: 179
Fluid not rendering on VR...
Forum: Obi Fluid
Last Post: arrnav96
22-07-2024, 05:30 PM
» Replies: 1
» Views: 94
Handles in runtime
Forum: Obi Rope
Last Post: Fuzzypeg
22-07-2024, 02:44 PM
» Replies: 6
» Views: 7,576

 
  Attaching gameobjects after tear up
Posted by: Ferhat123 - 25-07-2024, 03:07 PM - Forum: Obi Rope - Replies (4)

Hi,

After cutting the rope into two, I want to attach gameobjects to the ends of each rope piece.

I guess I can't add control points at runtime to attach these gameobjects so how can I do it.

Thank you,

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  Rope static attachment seems to lag behind the moving object it's attached to
Posted by: ShawnF - 25-07-2024, 02:26 PM - Forum: Obi Rope - Replies (2)

You can see what I mean here: https://youtu.be/cMG1YjnYDwM

The rope has an attachment to the character's hand, but it follows a bit behind the char as you move.

Solver is on FixedUpdate, character is being moved through physical forces. Both the character and the rope have interpolate on.

Code for the attachment is here, in case there's something about the initial setup that's causing problems:

Code:
public void AttachParticle(RopeChar ropeChar, int particleIndex)
    {
        attachedRopeChar = ropeChar;

        // Create a new attachment and set it to be attached to the character's hand
        attachment = obiRope.gameObject.AddComponent<ObiParticleAttachment>(); 
        attachment.target = attachedRopeChar.attachTransform;
                   
        // Handle gameplay of attached char (swings from hinge, the rope is just visual and used for collision detection)
        attachedRopeChar.AttachToRope(this);

        // Move the collided particle to the char's hand pos
        UnityEngine.Vector3 relativePlayerPos = attachedRopeChar.attachTransform.position - solver.transform.position;
        solver.positions.SetVector3(particleIndex, relativePlayerPos);
   
        // Create a new particle group and assign it the particle that you collided with
        ObiSolver.ParticleInActor particleInActor = solver.particleToActor[particleIndex];
       
        ObiParticleGroup group = ScriptableObject.CreateInstance<ObiParticleGroup>();
        group.particleIndices.Add(particleInActor.indexInActor); // index of the particle in the actor
        attachment.particleGroup = group;
    }

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  Rope hierarchy
Posted by: zack_Lee - 24-07-2024, 08:40 AM - Forum: Obi Rope - Replies (1)

I want to recycle my rope when it doesn't collide and there are no other ropes above it. I've now solved the collision problem. But what about hierarchies? How do I know there is no other rope above this rope

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  Obi Rope Cursor ChangeLength With Collision
Posted by: zack_Lee - 24-07-2024, 08:36 AM - Forum: Obi Rope - Replies (3)

When I was using Obi Rope, I wanted to dynamically modify the length of the rope. But modifying the length will cause the collision between the rope and the rope to fail, and the two ropes that are entwined with each other will untie, is there any solution?

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  Glowing luquid in obi 7.0
Posted by: seenotevil92 - 23-07-2024, 09:07 AM - Forum: Obi Fluid - Replies (2)

Good afternoon!

I want to make the liquid glow and i would be like the edges to glow.

For example.
https://www.youtube.com/watch?v=tfVS3yc9...LL&index=3

Is there a way for this?

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Pregunta Fluid not rendering on VR (URP) with single-pass stereo
Posted by: arrnav96 - 21-07-2024, 05:21 PM - Forum: Obi Fluid - Replies (1)

I purchased and am a long time user of all of your assets (Cloth, rope, softbody) and have happily been using it even with URP until I got stuck with a unique client requirement this time.

I have a project specifically needing VR with URP, and can't get OBI fluid to render anything in standalone android builds running on Quest 3 devices.

I cannot switch from single-pass stereo to multi pass for performance reasons as this is a standalone project and not PC-VR. Been through all your VR related forums and answers suggest using Built-In for VR, which is not possible for our team's pipeline right now.

Is there ANY way I could get Fluid working on VR with URP? Desperately need help right now, as without your asset we really have no other options at all for dynamic fluid sim.

For context, we are simulating blood in a VR-based surgery scene.

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  I would like a beta version of Fluid 7.0.
Posted by: yunayuna64 - 19-07-2024, 03:08 AM - Forum: Obi Fluid - Replies (2)

I would like a beta version of Fluid 7.0.

Thank you.

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Pregunta Intertwining of ropes in Obi Rope
Posted by: mayktr - 18-07-2024, 11:19 PM - Forum: Obi Rope - Replies (3)

Hello, I have been working on a mechanic with obi rope for a while. My aim is to prevent the threads from passing through each other and entwining each other. Although I was able to achieve some of this, I could not get it to the level I wanted. Even a simple force causes the ropes to intertwine. Has anyone dealt with this problem before and been able to solve it?



https://drive.google.com/file/d/102LpEO5...sp=sharing

Here is my solver, rope and project settings

   
   
   
   
   

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  Trying to render bubbly foam
Posted by: Barliesque - 17-07-2024, 12:11 AM - Forum: Obi Fluid - Replies (3)

I'm working on creating an effect where sudsy white foam pours down from the ceiling to the floor.  Here's a look at what I've got so far:



It's pretty close to what I'm after, but there are a couple of things yet I need to be able to control:  

  1. The total number of particles per emitter seems to be restricted to 1000, making it problematic for the foam to pour down continuously rather than in bursts.  
  2. I'd also like to be able to adjust the shininess of the liquid renderer.  The Obi Fluid Renderer doesn't seem to do anything--I can remove it entirely, and everything stays the same.

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  Question About Collision Impulse
Posted by: wenhao_zheng - 16-07-2024, 08:24 AM - Forum: Obi Softbody - Replies (5)

Hi! 

Under your guidance, I was able to clamp the soft body with the rigid body. This effect is very good and meets our needs.  Sonrojado

In our further requirements, we hope to use ArticulationBody to replace Rigidbody. In fact, ArticulationBody does not seem to be compatible with Obi.
Therefore, I hope to simulate the reaction force of the soft body in physical collision, so as to manually apply the reaction force to ArticulationBody.

In the collision-related documents, it is mentioned that developers can obtain the impulse of the collision.
For the above purpose, I collected this impulse information in the collision callback.
In my previous attempt, I directly used the impulse as the reaction force of the collision, but it seems that this is not the case.

I would like to ask if there is a way to convert the collision impulse into a reaction force.

Sorry, my physics is not very good. Thank you for your help.

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