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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
10 hours ago
» Replies: 0
» Views: 25
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
11 hours ago
» Replies: 35
» Views: 2,178
Tear Rod
Forum: Obi Rope
Last Post: chenji
Yesterday, 08:34 AM
» Replies: 2
» Views: 48
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 179
Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 149
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: josemendez
16-06-2025, 02:12 PM
» Replies: 1
» Views: 98
Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,862
Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 145
Fluid Control Issues
Forum: Obi Fluid
Last Post: josemendez
06-06-2025, 09:19 AM
» Replies: 1
» Views: 191
Transparent fluid is flic...
Forum: Obi Fluid
Last Post: josemendez
04-06-2025, 09:19 AM
» Replies: 1
» Views: 177

 
  Obi Softbody instability?
Posted by: Aroosh - 10 hours ago - Forum: Obi Softbody - No Replies

Hello 

When I start the application, I see that the softbody might glitch out and the particles go all over the place.
I'll add pictures below to show what the softbody should look like vs what it looks like when it glitches out.

Thanks
Aroosh

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  Tear Rod
Posted by: chenji - 17-06-2025, 05:47 PM - Forum: Obi Rope - Replies (2)

Hi,

I send this post because there is no out-of-box support for tear rod and I need this in my game dev. By looking at Obi source code I finally implemented a close one. Though it's more like a "fold rod" and mesh is not split, it's ok for my game's requirement. I hope this can help you if you have similar requirement. It's based on Obi Rope 7.0.5

Also I'd like to ask why this feature is not supported in case I missed something important and my code may fail to work in future Obi version. 

My code is actually very simple, just deactivate a constraint:

 public void TearRod()
    {
        ObiRod rod = fishingRod;
        var twistBatch = rod.GetConstraintsByType(Oni.ConstraintType.BendTwistas ObiBendTwistConstraintsData;
        foreach (ObiBendTwistConstraintsBatch batch in twistBatch.batches)
        {
            if (batch != null)
            {
                batch.DeactivateConstraint(0);
            }
        }
        rod.SetConstraintsDirty(Oni.ConstraintType.BendTwist);
     
    }


Effect gif: p1.gif

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  Pipeline that bends
Posted by: 5G_Zendmast - 16-06-2025, 01:34 PM - Forum: Obi Softbody - Replies (11)

Hi!

For a visualization project for marine operations I'm trying to use your asset to create certain effects. 
I'm trying to create the following scenario:
- Ive got a long steel pipeline 100m+ that lays on a beach. (for now modeled as a cylinder with nothing fancy)
- The pipeline should form to the beach (it curves up) 
- On the water side the pipeline is connected to an object that will pull the pipe into the water.
- The pipeline should follow and somewhat deform. Its a steel pipeline that can slightly bend  (ive attached a picture that perhaps can visualize what im aiming for).

Ive been trying to do this with SoftBody but I cant seem to get it to work properly. I feel like i'm missing something major since the particles look very different from all the examples i see online. (see picture attached). Has this to do with the model itself or the settings in ObiSoftBody?

I would appreciate it if you could point me in the right direction with this! Sonrisa

Thanks in advance. 

Kind regards, 

Patrick



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  Obi 7 Model Scaling
Posted by: alkis - 10-06-2025, 03:01 PM - Forum: Obi Cloth - Replies (1)

Hello!

We have been doing some work to migrate from Obi 6 to Obi 7, and we really appreciate a lot of the changes you have made. We had to rewrite our character update, animation, and IK loop etc. but that has resulted in what I feel is a better result.

We have however run into a blocking issue.

We scale our characters by scaling the Position joint on our rig (screenshot of the rig attached).

On Obi 6 this works as it should, but on Obi 7 the scale appears to be ignored. I have attached two videos showing the issue. Are we missing something in the setup of the system?

Obi 6 Scaling:
https://drive.google.com/file/d/1mMd8Mx0...sp=sharing

Obi 7 Scaling:
https://drive.google.com/file/d/1FIU3lcM...sp=sharing

Once this issue is resolved we'll be really close to finally shipping with Obi 7, reauthing assets is taking some time.



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  Is it possible to simulate a fine spray effect like a shower head?
Posted by: twocomet - 08-06-2025, 11:03 PM - Forum: Obi Fluid - Replies (1)

I'm currently trying to achieve a fine spray effect similar to a shower head using Obi Fluid.
I've experimented with adjusting the Water blueprint, but I haven’t been able to replicate the shower head spray properly.
I also tried using multiple small nozzle holes by placing several emitters close together, but the emitted fluid particles tend to merge together right after spawning, which ruins the fine spray effect I'm aiming for.
Is there a method or setup that could help simulate this kind of effect more accurately?
Any tips or mechanisms that could prevent the particles from merging too quickly would be greatly appreciated.

   

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  Memory Leaks?
Posted by: Deckard_89 - 06-06-2025, 11:16 AM - Forum: General - Replies (3)

Hi, I am just trying out the demo scenes and I am getting warnings about leaks being detected, making me nervous about including in my project.
For example there is this:
Found 7 leak(s) from callstack:
0x00000172e9db55cb ((<unknown>))
0x00000172e9db54d3 ((<unknown>))
0x00000172e9e62bf3 ((<unknown>))
0x00000172e9e5de0b ((<unknown>))
0x00000172e9e58073 ((<unknown>))
0x00000172e9e5758b ((<unknown>))
0x00000172e9e573fc ((<unknown>))
0x00000172e9e57153 ((<unknown>))
0x00000172c3a13fb6 ((<unknown>))
0x00000172e9e17e3b ((<unknown>))
0x00000172e9e165d3 ((<unknown>))
0x00000172c3a13837 ((<unknown>))
0x00000172c3a13663 ((<unknown>))
0x00000172c3a1345f ((<unknown>))
0x00000172c3a1339b ((<unknown>))
0x00000172c3a12985 ((<unknown>))
0x00000172c3a12a76 ((<unknown>))
0x00007ffdf1194b7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffdf10cd204 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)

This is in Unity 2022.3.62f1

Obi Cloth 7.0.5

Thanks

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  Fluid Control Issues
Posted by: Reflower - 06-06-2025, 01:55 AM - Forum: Obi Fluid - Replies (1)

Hi, I'm working on a project using Obi Fluid in Unity (URP), and I'm running into some frustrating issues that I haven’t been able to solve despite a lot of trial and error. The main problem is that fluid keeps pouring out of containers even when their openings are visibly blocked by colliders both Obi Colliders and standard Unity Colliders. I’ve tried adjusting collision layers, surface thickness, and resolution settings but it doesn’t seem to help i am trying to achieve the same exact result as in the reference video. On top of that, I need to have multiple fluids how fluids interact or mix with each other if possible, right now one liquid keeps on pouring over the other. Also, my fluid materials and colors have suddenly stopped working everything is just rendering as a grey blob now, even though I’m using URP and the correct shader. This is preventing me from making progress on a critical part of the project. I’ve looked through the basic documentation, but I’m wondering if there are any more in depth tutorials or resources that focus on accurate fluid control, especially for situations like blocking pours and keeping fluids isolated. Any help would be massively appreciated. Thanks.

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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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