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Substep-dependent normalI...
Forum: Obi Rope
Last Post: josemendez
Yesterday, 05:50 PM
» Replies: 4
» Views: 1,017
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How to make a phone wire
Forum: Obi Rope
Last Post: Ivango7599
06-11-2026, 08:09 PM
» Replies: 8
» Views: 22,230
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Crash when building for C...
Forum: Obi Rope
Last Post: gnovos
01-11-2026, 01:52 AM
» Replies: 0
» Views: 249
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Collisions pass through m...
Forum: Obi Softbody
Last Post: TubbyCrumbles
18-10-2026, 03:21 PM
» Replies: 0
» Views: 349
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2D URP Renderer
Forum: Obi Fluid
Last Post: josemendez
16-10-2026, 08:32 AM
» Replies: 1
» Views: 571
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Obi 8 feature list
Forum: Announcements
Last Post: Qriva0
14-10-2026, 09:10 AM
» Replies: 5
» Views: 1,381
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Null Reference exceptions...
Forum: Obi Cloth
Last Post: Qriva0
13-10-2026, 11:43 AM
» Replies: 1
» Views: 567
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When To Add New Obi Solve...
Forum: Obi Rope
Last Post: Skotty
11-10-2026, 07:57 PM
» Replies: 0
» Views: 468
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A Few Obi Collider Issues
Forum: Obi Rope
Last Post: Skotty
02-10-2026, 08:26 PM
» Replies: 17
» Views: 4,510
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VR Meta Quest Lag issue
Forum: General
Last Post: kodkuce
01-10-2026, 10:25 AM
» Replies: 2
» Views: 784
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| Crash when building for CoreCLR |
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Posted by: gnovos - 01-11-2026, 01:52 AM - Forum: Obi Rope
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I know 6000.7.0b7 is still in testing, but just a heads up that I tried to build a game as CoreCLR and the game crashes if any object in the scene contains an ObiRope monobehaviour. To reproduce (on Windows), use Unity 6000.7.0b7 set Scripting Backend to CoreCLR in Project Settings, make a completely blank scene with just a camera and a gameobject with a completely blank ObiRope, then do a "Build and Run". The build should crash on launch.
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| Collisions pass through mesh colliders |
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Posted by: TubbyCrumbles - 18-10-2026, 03:21 PM - Forum: Obi Softbody
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I have a softbody object which is acting like a balloon for my project and it collides with the ground when it is under inflated. When the softbody is deflated I add external forces to flatten it out a bit on the ground. This all works great and looks great. Problem is if I replace the collider under the softbody from a box to a mesh then no matter how thick I make the mesh collider the particles of the softbody will either pass through the collider or get stuck inside it. Is there some setting to fix this?
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| When To Add New Obi Solver |
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Posted by: Skotty - 11-10-2026, 07:57 PM - Forum: Obi Rope
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When should adding a new solver be considered? Obviously if I want to use different solver settings, I'll need to add another solver. But in what other circumstances, if any, would it be recommended/not-recommended to add a new solver? Advantages/disadvantages?
1) Two ropes but in very different areas of the same scene. Same solver? Separate solvers?
2) Two ropes but with a desire to categorize them differently? Like if you ideally want them in a different part of the object hierarchy so they are grouped with related objects.
Thanks.
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| Obi 8 feature list |
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Posted by: josemendez - 09-10-2026, 06:22 PM - Forum: Announcements
- Replies (5)
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Hi everyone,
Obi 8 has entered feature freeze, which means no new features will be added before release. We're hunting bugs, writing documentation and updating the manual.
In 2-3 weeks (once the manual has been fully updated) we'll release a public beta. Any existing users who wish to try it can write to support(at)virtualmethodstudio.com with the subject "Obi 8 beta" stating your invoice number(s), and we'll send it once available. After the beta ends and Obi 8 is publicly released, it will be a free upgrade for all existing users, and pricing for new users stays the same.
Here's the list of major changes in Obi 8:
https://obi.virtualmethodstudio.com/manu...tsnew.html
Hope you'll find something useful in there. As always, comments and feedback are most welcome, as they'll shape what's to come during the entire 8.X release cycle.
kind regards,
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| 2D URP Renderer |
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Posted by: arenadev - 02-10-2026, 04:49 PM - Forum: Obi Fluid
- Replies (1)
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I'm aware 2D lightning is not supported, but I'm just trying a little transparence, without any kind of refraction or reflection with fluids over 2D sprites.
Opaque fluids are working nicely enough over sprites, but if it could only have a small transparence over sprites it would be perfect for my use case.
When I try the standard universal URP, fluids become translucid and do not take any colors, also fluids when above spirte, even being translucid, make sprites completly vanish.
I'm quite sure I'm using the correct set up, but would greatly appreciate if there is anyway to make my use case work.
Thanks!
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| VR Meta Quest Lag issue |
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Posted by: kodkuce - 30-09-2026, 03:29 PM - Forum: General
- Replies (2)
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So i am making a game and i want to simulate a usb cable. So i created a rope and added on both sides a VR Grabbable game object with Particle attachments.
So when something hits USB connector it moves nice with cable, but my issue now is when i move the cable with controller/hands it lags behind, i tried changing
to Synchronous Fixed mode and setting interpolation to none but it did not help.
i found this old thread where it says to use LateFixedUpdate, that sounds similar to this S.Fixed but like i say it does not fix it for me. Should i try to downgrade
to version 6 so i can try LateFixedUpdate? Any other solution? I wasted full day trying to fix this
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| [Obi Fluid 7] URP Fluid Renderer Feature causes UniversalRenderPipeline..ctor |
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Posted by: staroceanj9 - 24-09-2026, 07:47 PM - Forum: Obi Fluid
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Hi, my English isn't very good, so I used AI to translate and summarize this article. Thanks for understanding!
My setup
- Obi Fluid 7.x, Unity 6000.3.24f1, URP, IL2CPP, arm64, Managed Stripping = Minimal, Development build.
- Device: Samsung Galaxy S23 (SM-S9180), Adreno 740, Android 14. Repro on both Vulkan 1.3 and OpenGL ES 3.2.
- In the Editor (desktop, Compute backend) everything works perfectly (~120 fps).
Problem
On device the screen is black. Logcat shows this NullReferenceException repeating every frame:
NullReferenceException: Object reference not set to an instance of an object.
at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UniversalRenderPipelineAsset asset)
at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline ()
at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline ()
at UnityEngine.Rendering.RenderPipelineManager.TryPrepareRenderPipeline (...) at UnityE
The whole URP pipeline fails to be created, so nothing renders.
Key finding — it is the Obi Fluid Renderer Feature
- With the Obi Fluid Renderer Feature ENABLED on the URP renderer → the NRE above → black screen.
- With the feature DISABLED → URP renders fine (I can see the scene and the raw fluid particles), no NRE.
- Reproduced with both Compute and Burst backends.
- Reproduced with both Vulkan and OpenGL ES 3.2.
- The stack trace contains no Obi frames or line numbers (IL2CPP), just URP internals.
The simulation itself runs on device
Obi's own warning appears in logcat: "Hashtable usage should be below 50% ... Increase max surface chunks in your ObiSolver" (from Obi...<Render>), so the solver + surface mesher are running — the crash is specifically in the URP renderer-feature / pipeline construction.
Separate issue I already worked around (maybe related)
With the Compute backend I first got:
ArgumentException: The total size of the graphics buffer (150994944 bytes) exceeds the maximum buffer size. Maximum supported buffer size: 134217728 bytes (mobile's 128 MB GPU buffer cap).
I traced this to the surface mesher buffers (maxVoxels = maxSurfaceChunks * chunkRes^3). Lowering ObiSolver.maxSurfaceChunks from the default 32768 to 16384 removed that ArgumentException. But the UniversalRenderPipeline..ctor NRE (above) still remains.
Question
Why does the Obi Fluid Renderer Feature make UniversalRenderPipeline..ctor throw a NullReferenceException on this Android device, and how can I get the URP fluid renderer to work on mobile? Is there a known fix / required setting / shader change for Adreno / Unity 6 / URP 17?
Thanks!
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| Rope end caps |
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Posted by: mechabit - 21-09-2026, 03:39 AM - Forum: Obi Rope
- Replies (6)
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How do I add end caps to the rope extruded renderer?
Now I'm adding an extra control point to the ends of the rope with 0 thickness, this blocks off the view to the inside of the rope but I don't know if this is bad for the simulation or something.
At the moment it seems fine.
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| Chains jitter when surface collsions are turned on |
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Posted by: mechabit - 21-09-2026, 03:01 AM - Forum: Obi Rope
- Replies (8)
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Using the chains from the sample scene in a new scene with a large cube for a floor.
When surface collisions are off they sit still on a large cube but when surface collisions are on they jitter about.
I need the surface collision turned on otherwise a thin rope will pass right through the chain.
The rope doesn't jitter with surface collision on.
The rope has a thickness of 0.04 and resolution 0.113 and has surface collisions on
The chain has thickness 0.1 and resolution 0.43
I've tried having more or less substeps in the solver, only using cpu backend cos nothing appears on the gpu backend
What's the solution to have chains that don't allow ropes to pass through and doesn't jitter?
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