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How to get collision impu...
Forum: General
Last Post: Qriva0
5 hours ago
» Replies: 3
» Views: 29
Obi Fluid 7 Transparent F...
Forum: Obi Fluid
Last Post: deatheragenator
6 hours ago
» Replies: 19
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SDF interpolation
Forum: General
Last Post: josemendez
11 hours ago
» Replies: 5
» Views: 105
Constrain two rods into e...
Forum: Obi Rope
Last Post: josemendez
Yesterday, 08:45 AM
» Replies: 3
» Views: 470
Fluid oddities at <= 4 pa...
Forum: Obi Fluid
Last Post: slimedev
03-10-2025, 08:37 PM
» Replies: 4
» Views: 1,231
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: 0xhex
25-09-2025, 11:07 AM
» Replies: 4
» Views: 1,478
Stitcher breaks simulatio...
Forum: General
Last Post: Qriva0
19-09-2025, 02:14 PM
» Replies: 2
» Views: 700
Error building Player: Sh...
Forum: Obi Rope
Last Post: chenji
19-09-2025, 08:41 AM
» Replies: 2
» Views: 725
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
19-09-2025, 07:56 AM
» Replies: 3
» Views: 1,087
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 5,377

 
  How to get collision impulse properly
Posted by: Qriva0 - 7 hours ago - Forum: General - Replies (3)

I read collision normal impulse, it's said that unit is newtons x time x time, however I am unable to get timestep independent force.
I tried to divide that force by substep time squared or timestep squared, but the value I get is not similar - I would expect to get very similar force whatever the substep count is 4 or 8.
The goal is to detect if I push against something with force greater than X.

Also is tangent impulse never set? Or it's set only for particles or mesh colliders (I use SDF)?

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  SDF interpolation
Posted by: Qriva0 - 07-10-2025, 01:09 PM - Forum: General - Replies (5)

Hi, I wonder what would be a good way to modify distance field during runtime.
In my case there are several distance fields, we can treat them as animation keyframes to make this example simple -I want to interpolate between them over time and use it for collision.
The problem with ASDF is those trees have got different number of nodes and it's not trivial to generate new interpolated SDF. What would be good way to tackle this problem?

The best way would be to generate SDF for every update and just swap current nodes in distance field (note I use burst backend), I guess another option is to just sample both an interpolate result, but I would need to modify obi sagnificantly.

Furthermore main question is if such a collision is going to work properly when it comes to simulations itself, I did test with hard swapping colliders and without interpolation it jumps, because of depenetration, so I am not even sure if this would work for normal timesteps (50-60).

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  Constrain two rods into each other
Posted by: Qriva0 - 26-09-2025, 04:12 PM - Forum: Obi Rope - Replies (3)

I would like to constrain rod by another one and align them to each other.
The way how I want this to work could be compared to putting one rod into another one, like into pipe.

   

I managed to write some script that maps particles from first rod to target position on another second rod (based on displacement), but this method fails to create stable alignment.
That script uses end of simulation to run constraint for both rods on each other. Position is casted and delta is based on nearest particle weights, but I guess because I don't mix orientations it fails to keep shape properly or it's caused by the fact it runs after simulation, but I hope I am wrong. Current result is some kind of broke, because outside of constraint particles "break" into their prefered direction, it's more like teleportation of common part, than physical constraint.

   

My question is - what things I need to take into account to make it work (even if not perfect), and is it actually possible at all without modification of Obi itself?
I also tried to pin particles of inner rod by setting invMass to 0, it kind of works better, but the problem is that it's one sided and first rod does not influence second one.
I wish there was way to kind of "blend" shapes of both rods into each other and make forces to work properly.

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  Stitcher breaks simulation
Posted by: Qriva0 - 19-09-2025, 11:47 AM - Forum: General - Replies (2)

Enabling or disabling ObiStitcher does not work properly, because simulation is running, error is logged to console.
However deactivation of gameobject with stitcher actually breaks solver in some way and simulation does not work anymore - unity must be restarted.



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  Error building Player: Shader error in 'FluidFoamCollisions'
Posted by: chenji - 18-09-2025, 05:51 PM - Forum: Obi Rope - Replies (2)

I'm not sure how to reproduce in a demo project but my main project now often get this error when I "build and run" (target platform is Android, Obi Rope 7.1):

Error building Player: Shader error in 'FluidFoamCollisions': Buffer count exceeding hard limit. No known hw supports this shader. Consider combining separate buffers into one containing struct elements. at kernel SolveDiffuseContacts (on gles3)


Is there a way to eliminate this problem? I'm only using Obi Rope and this component looks is not related to Obi Rope so maybe I can just do some delete work to work around?

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  Stretching verts uniformly
Posted by: Aroosh - 13-09-2025, 05:32 AM - Forum: Obi Softbody - Replies (3)

Hello

I have a softbody that looks like a block of iron which has about the same number of particles and vertices.
I noticed that when I stretch either of the sides the vertices do not stretch uniformly.
Can you point me in the right direction as to what parameters I should tweak in order to make this stretching uniform?

Thanks
Aroosh

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  Burst error causing crash on ROG Ally
Posted by: goldfire - 09-09-2025, 09:16 PM - Forum: Obi Rope - Replies (1)

We've got a reviewer playing our game right now and they're having an issue where the game freezes/crashes as soon as they get to a spot where there's a particular rope that loads in. We got this stack trace, but since it only happens on their machine and nobody else has had this problem I'm not sure what to do about it. I haven't delved into collections/burst too much, so this stack trace doesn't tell me much, but maybe you have some better idea what might be happening?

System.NullReferenceException: Object reference not set to an instance of an object.
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMapData.GetCount() in il2cpp-codegen-il2cpp.h:line 303
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMapData.GetCount() in UnsafeParallelHashMap.cs:line 271
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMap`2.GetKeyArray() in UnsafeParallelHashMap.cs:line 1319
  at Unity.Collections.NativeParallelHashMap`2.GetKeyArray() in Generics__171.cpp:line 4735
  at Unity.Collections.NativeParallelHashMap`2.GetKeyArray() in NativeParallelHashMap.cs:line 346
  at Obi.BurstColliderWorld.GenerateContacts() in Obi.cpp:line 3796
  at Obi.BurstColliderWorld.GenerateContacts() in BurstColliderWorld.cs:line 596
  at Obi.BurstSolverImpl.GenerateContacts() in BurstSolverImpl.cs:line 585
  at Obi.BurstSolverImpl.CollisionDetection() in BurstSolverImpl.cs:line 529
  at Obi.ObiSolver.StartSimulation() in ObiSolver.cs:line 1768
  at Obi.ObiSolver.FixedUpdate() in ObiSolver.cs:line 1184


Edit: I had thought it was their specific device, but we now have 3 different devices all sending the same error/stack trace. We haven't been able to get it to happen on our end, so not sure what triggers it still.

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  Controlling speed of emitter particles
Posted by: Aroosh - 06-09-2025, 12:41 AM - Forum: Obi Fluid - Replies (1)

Hello

I am using Disk with ObiEmitter to emit particles and I see that speed and amount of particles spawned are correlated in Stream mode. 
Is there any easy way to change velocity of emitted particles and amount of emitted particles separately such that we can get slow moving fluid stream that is still contiguous and not a sequence of drops?

Thanks
Aroosh

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  Looks nice on editor but not iOS device
Posted by: 0xhex - 02-09-2025, 10:19 AM - Forum: Obi Fluid - Replies (4)

Hello! I am using obi fluid it works nicely looking on editor, but not on iOS device 

what could be issue ? 

please check screenshots


[Image: IMG-1014.png]
[Image: IMG-1013.png]
[Image: Screenshot-2025-09-02-at-12-14-14.png]
[Image: Screenshot-2025-09-02-at-12-14-09.png]

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  How to Shorten or Scale the Length of an Obi Rod
Posted by: twocomet - 02-09-2025, 07:01 AM - Forum: Obi Rope - Replies (5)

Hello,
I would like to either bake the shape of an Obi Rod or stop its simulation, and then shrink or extend its length.
Is there a way to achieve this through code?

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