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How to fix the issue of f...
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Obi rope collider produce...
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Editor Customizable Categ...
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Obi Particles stuck below...
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Get separate particles pa...
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How move selected particl...
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Broken scripts with updat...
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Clear singletons
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Fishing Line
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Enable/disable objects wi...
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Obi rope collider produce errors when exit Play mode |
Posted by: Apoll0 - 21-01-2025, 11:35 AM - Forum: Obi Rope
- Replies (3)
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Hello!
I am using obi rope with some colliders. I have about 8-10 ropes. They are disabled at start and are used as ropes pool. And I also have some objects with obi colliders on the scene.
A few seconds after game start I enable some ropes and move them by static particle attachments. Ropes are colliding with the objects as expected.
Everything seems working ok but when I exit play mode in Unity I get the following errors in console:
Code: InvalidOperationException: The previously scheduled job BurstColliderCollisionConstraintsBatch:CollisionConstraintsBatchJob reads from the UNKNOWN_OBJECT_TYPE CollisionConstraintsBatchJob.shapes. You must call JobHandle.Complete() on the job BurstColliderCollisionConstraintsBatch:CollisionConstraintsBatchJob, before you can deallocate the UNKNOWN_OBJECT_TYPE safely.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckDeallocateAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) <0x1dab97b60 + 0x00052> in <956eaa8539d84df5ae2a3cddf87260d0>:0
Obi.ObiNativeList`1[T].Dispose (System.Boolean disposing) (at Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:140)
Obi.ObiNativeList`1[T].Dispose () (at Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:148)
Obi.ObiColliderWorld.Destroy () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:201)
Obi.ObiColliderWorld.DestroyIfUnused () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:225)
Obi.ObiColliderWorld.DestroyColliderData (Obi.ObiColliderHandle handle) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:429)
Obi.ObiColliderWorld.DestroyCollider (Obi.ObiColliderHandle handle) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:333)
Obi.ObiColliderBase.RemoveCollider () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:174)
Obi.ObiColliderBase.OnDisable () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:223)
Code: NullReferenceException: Object reference not set to an instance of an object
Obi.ObiColliderWorld.UpdateRigidbodyVelocities (Obi.ObiSolver solver) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:634)
Obi.ObiSolver.CompleteSimulation () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1741)
Obi.ObiSolver.Teardown () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1282)
Obi.ObiSolver.RemoveActor (Obi.ObiActor actor) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1918)
Obi.ObiActor.RemoveFromSolver () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:381)
Obi.ObiActor.OnDisable () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:343)
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Editor Customizable Category Names |
Posted by: Jawsarn - 18-01-2025, 03:39 PM - Forum: General
- Replies (2)
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Only a few lines of code, but I think this should already be part of the asset to support an SO where you can customize the ObiCategoryNames instead of modifying the source.
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Obi Particles stuck below ground collider |
Posted by: aderae - 16-01-2025, 11:50 AM - Forum: Obi Rope
- Replies (3)
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Hello,
I sometimes see some Obi Rope particles sometimes get stuck below the ground collider making this visible bug. I tried to play with collision settings but couldn't get my head around. How can I prevent this behaviour? I have attached 2 pictures one with mesh and one with particle rendering
Thanks!
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Get separate particles parts |
Posted by: Zavhoz - 14-01-2025, 01:39 PM - Forum: Obi Fluid
- Replies (4)
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Hi!
How can you determine that in one emitter the particles are divided into several separate parts. And is it possible to obtain these groups of individual particles?
Regards!
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How move selected particle in actor from script |
Posted by: Zavhoz - 13-01-2025, 08:41 AM - Forum: Obi Fluid
- Replies (3)
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Hi!
Please tell me how move selected particle in actor from script.
The general task is: after touching, i find the particle that was touched and move it with my finger. as a result, the liquid should follow the finger. All process in 2D space.
Thanks.
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Clear singletons |
Posted by: Jawsarn - 10-01-2025, 10:27 PM - Forum: General
- Replies (1)
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It would be very neat to clear the static variables to support disabled domain reloading.
As of now from time to time it just breaks and ObiColliderWorld is null and no ropes work after you enter playmode before you do a new domain reload.
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