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How to get collision impu...
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5 hours ago
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Obi Fluid 7 Transparent F...
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SDF interpolation
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11 hours ago
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Constrain two rods into e...
Forum: Obi Rope
Last Post: josemendez
Yesterday, 08:45 AM
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Fluid oddities at <= 4 pa...
Forum: Obi Fluid
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Looks nice on editor but ...
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Stitcher breaks simulatio...
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19-09-2025, 02:14 PM
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Error building Player: Sh...
Forum: Obi Rope
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19-09-2025, 08:41 AM
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Stretching verts uniforml...
Forum: Obi Softbody
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19-09-2025, 07:56 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
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How to get collision impulse properly |
Posted by: Qriva0 - 7 hours ago - Forum: General
- Replies (3)
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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)
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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)
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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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Error building Player: Shader error in 'FluidFoamCollisions' |
Posted by: chenji - 18-09-2025, 05:51 PM - Forum: Obi Rope
- Replies (2)
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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)
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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)
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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)
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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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