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How to fix the issue of f...
Forum: Obi Fluid
Last Post: vivi_j
Yesterday, 12:41 AM
» Replies: 0
» Views: 38
Obi rope collider produce...
Forum: Obi Rope
Last Post: josemendez
23-01-2025, 10:41 AM
» Replies: 3
» Views: 108
Editor Customizable Categ...
Forum: General
Last Post: Jawsarn
18-01-2025, 04:25 PM
» Replies: 2
» Views: 133
Obi Particles stuck below...
Forum: Obi Rope
Last Post: josemendez
17-01-2025, 11:36 AM
» Replies: 3
» Views: 266
Get separate particles pa...
Forum: Obi Fluid
Last Post: Zavhoz
15-01-2025, 10:26 AM
» Replies: 4
» Views: 407
How move selected particl...
Forum: Obi Fluid
Last Post: josemendez
13-01-2025, 01:14 PM
» Replies: 3
» Views: 327
Broken scripts with updat...
Forum: Obi Rope
Last Post: josemendez
11-01-2025, 01:47 PM
» Replies: 11
» Views: 1,852
Clear singletons
Forum: General
Last Post: josemendez
11-01-2025, 01:39 PM
» Replies: 1
» Views: 234
Fishing Line
Forum: Obi Rope
Last Post: josemendez
11-01-2025, 01:21 PM
» Replies: 9
» Views: 856
Enable/disable objects wi...
Forum: Obi Rope
Last Post: IceTrooper
10-01-2025, 02:55 PM
» Replies: 0
» Views: 152

 
  How to fix the issue of fluid spilling outside an object?
Posted by: vivi_j - Yesterday, 12:41 AM - Forum: Obi Fluid - No Replies

Hi! Here is a video that shows the issue I'm facing: https://drive.google.com/file/d/1ZFmZ-Da...sp=sharing. I want the liquid to stay inside the beaker/flask even when I move the object around quickly, and especially when I try to stir the liquid. How can i accomplish that? Thanks in advance Corazón

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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)

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)

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)

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)

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)

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)

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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Pregunta Fishing Line
Posted by: SemtrexHD - 10-01-2025, 05:58 PM - Forum: Obi Rope - Replies (9)

Hi,
i want to make a realistic fishing line with the Obi Rope. So my problem. I have a fishing rod where the first Particle Group is attachet and one other Particle Group that is attachet to a hook. Now i want to throw the hook into the water with a Rigidbody.addForce() the hook trys to fly away but buggs back to the end of the line. I want the line to follow the Hook when the hook is flying but it looks like the Hook get stopped by the line because the line dont fly with the hook  and dont get longer. The Line should get longer when the hook is flying away. That means the Line should not be strechet ist should get more Length like a real fishing line when you throw it out. And stop for example when it hit collider.tag = "Water". 

In the video i added you can see the Setup and at the end when i start the scene you see the Lure(My Hook) bugs. Everytime it trys to fly forward i press the right mouse Button. So everytime i try to let it fly it buggs back to the end of the line.


And one other question i dont get how the Stretching scale and the Stretch compliance works. When i put the Stretch Compilance on a value like 0.05 my whole hook falls down like 50-100 on the y. is it normal that such a low value = So much stretch? my current value ist 0.0001 and ist still stretching a bit.

My Setup:

The Rope has following Components:
Obi Rope
Obi Path Smoother
Obi Rope Extruder Renderer
Obi Particel attachment x2
Obi Rope Cursor
And my Script that should Refresh the length when the hook is flying.(What is not working)

The Hook Setup:
Rigidbody
ObiRigidbody
Collider
ObiCollider
And a script that throws the Hook away(forward) from the Camera with Rigidbody.Addforce(...., forcemode.impulse)

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Pregunta Enable/disable objects with Obi Rope
Posted by: IceTrooper - 10-01-2025, 02:55 PM - Forum: Obi Rope - No Replies

Hey!
I need your help. I have spent many hours debugging things and trying to work this out on my own.

I have a simple question: How can I enable/disable objects containing Obi Rope as a component or as a child?

Sometimes I would like to be able to turn off specific Obi Rope in the runtime, such as when I put down/ pick up an item or when it changes state. I have no idea how to do this so I don't have visual errors or errors from Burst.

Two videos showing visual/burst errors in the attachments or under these links:
1. https://imgur.com/SApeQLs
2. https://imgur.com/OCcgQv9

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  Particle Attatchment Gap Offset When Running
Posted by: Jawsarn - 09-01-2025, 11:36 PM - Forum: Obi Rope - No Replies

Hello! I just recently bought some of the assets, looked through the docs and am experimenting a bit.

I'm trying to do achieve something like a procedural animation for hooking a static object, where the rope is thrown to do a whip like motion to loop around a cylinder for a few turns to get stuck. I've achieved a version of it by using a rope attached to a collider at it's end, and then using a spline to get the desired whip like motion. First I tried to attach a part of the end rope to the spline, but didn't look too good as the big momentum should be with the collider. Now I'm simply moving the collider with the spline as kinematic & then apply the spline velocity at the end and mark it dynamic. I'm all open to suggestions of how to do this animated physics differentley.

I've had some issues with gaps of my Particle Attatchment to the Unity Collider when I run the sequence. I moved from using a SplineAnimator to evaluating the spline myself in fixedUpdate. But it seems I still have to wait for a certain time before I can set the collider in motion. What is the intended way to set up this dependency?
I also seem to have a general issue that particles at the end of the rope are more sparse where I need them more for more defined collision around the cylinder compared to the slag of rope hanging from the hand where I could do with very sparse amount. Is there any way to distribute more particles at the end of rope or mitigate this?

Thanks for any insight or point to docs that I've missed.



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