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Scripting rod forces
Forum: Obi Rope
Last Post: josemendez
7 hours ago
» Replies: 24
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
Today, 07:03 AM
» Replies: 1
» Views: 69
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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» Views: 587
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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» Views: 668
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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» Views: 437
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
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Is it possible to impleme...
Forum: Obi Rope
Last Post: chenji
27-08-2025, 10:13 AM
» Replies: 2
» Views: 693

 
  Burst error causing crash on ROG Ally
Posted by: goldfire - Yesterday, 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 (3)

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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  The Limitation of Using Obi System Only as a Child of the Solver Is Meaningless
Posted by: twocomet - 01-09-2025, 09:08 PM - Forum: Obi Rope - Replies (1)

Hello,
A structural limitation of the current Obi system is that it must be placed as a child of the solver.
If each solver were simply given a name, and actors could specify which solver to use by name, the system would become much more versatile.
Please check the attached video.


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  Bug Where a Straight Segment Appears When the Rope Reaches a Certain Length
Posted by: twocomet - 01-09-2025, 08:32 PM - Forum: Obi Rope - Replies (1)

Hello,
In the Obi Rope sample scenes, there is a scene called RopeGrapplingHook.
In this scene, if the rope is extended beyond a certain length, a straight segment appears, and the rope behaves erratically.
I have attached a video for your reference. Please take a look.




Is there a setting to limit the rope length? If so, where should I modify it to increase the maximum length?

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  Non-uniform particle distance
Posted by: chenji - 28-08-2025, 02:44 PM - Forum: Obi Rope - Replies (4)

Hi,

Is there a way to get Non-uniform particle distance for a Obi Rope? My use case is a first-person fishing game. There's a very long fishing line (300m)。Considering both performance and the reality of physics simulation, I'm going to set the distance of each particle far more smaller than those away from person. Is it possible and how to do this? For example the closet 10 particles distance is 0.5m, the next 10 particles distance is 2m and others are 20m? Something similar like LOD.
If it's possible, a more challenge question is when I use cursor to change rope length, can the non-uniform distance requirement also be supported?
If it's not possible what's the recommended way to get performance increase given I don't care much about the simulation quality of the elements of the long Obi rope that are far away from the camera but I do for those close to camera?

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  Having an issue with obi attach points.
Posted by: Ben_bionic - 26-08-2025, 07:57 PM - Forum: Obi Rope - Replies (4)

I am working on a crane where I use Filo as the lift heavy things part and obi as the look pretty part but I am having an issue with the obi part of the system. I make a new filo renderer that removes a link of the filo system and replaces it with an obi rope. All of that seems to be working fine, I then make static attach points at the attach points that filo had for that link, that also seems to be working great. The issue comes when I use the obi attach static point and the end nodes of the obi rope won't stay in sync with the attach point! I have tried so many things to try and get it to stay still but it always bobbles around. I have tried changing every Obi solver setting I can think of to try and get it to solve closer but nothing changes the bobble at all. I have everything else in the system working pretty good at the moment, just not this one issue.

Video

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  Is it possible to implement a feature like in the video with Obi Rope?
Posted by: twocomet - 26-08-2025, 05:47 PM - Forum: Obi Rope - Replies (2)

Hello,

I’d like to implement something similar to the elastic mechanical arms used by Spider-Man’s enemies, as shown in the video, using Obi Rope.
https://www.youtube.com/watch?v=E9deoUbX...&index=353

It seems like I could achieve this by controlling the minimum length limit, elasticity, and gravity, but the arms must not get tangled with each other.
From what I remember, Obi Rope has difficulties with very short ropes and becomes heavier the more ropes are used.

If this feature is used by monsters and there are dozens of monsters on screen, will performance issues be manageable?
Also, could you provide me with a sample project that demonstrates this functionality?

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  Force Zone not working
Posted by: OneGuyProd - 22-08-2025, 12:25 PM - Forum: Obi Fluid - Replies (3)

Hi. So I been trying to have a fluid floating around the player by setting the gravity of the solver to 0, also, to cover the player collider shape, I attached a force zone to it. The problem its that it is not working at all and it is showing a message in the force zone component "Error: Could not retrieve a property". However, I´m attaching a video to this post to show you the set up of all the stuff.

For clearance, the buyoancy from the liquid blueprint is set to 0.

https://youtu.be/PD8gLi1eC-Y (uploaded on youtube because of the page did not accept an attachement directly in the post).

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