Search Forums

(Advanced Search)

Latest Threads
Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: jaripam
Yesterday, 01:26 PM
» Replies: 2
» Views: 45
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 124
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 447
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 613
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,357
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 392
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 466
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,284
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 459
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 263

 
  No fluid in runtime + strange view in editor [FIXED !]
Posted by: Domtav - 28-04-2022, 12:31 PM - Forum: Obi Fluid - Replies (2)

Hi!



(sorry for bad english, french inside....)





I have two problems.





I have tried several times and each time I have the same behavior. So I started from scratch to have a clean example.
For the test case, I took the FluidViscosity sample without any modification except on the Emitter replacing the shader by Obi/URP/Particles since I am in URP (in fact this change nothing...)



On the installation side, everything has been added (burst & co). Nothing more (new project).



version

Obi fluid : 6.4

Unity: 2019.4.31f1





Two problems:





1) annoying but minor.





In the editor, in execution, I have side by side the display of the scene and the display of the game. Depending on the position of the display on the stage side, the fluid is not displayed on the game side. At first I thought it was zooming, moving away the fluid was displayed on the game side, but after several manipulations it actually depends on the display of the plane that serves as the ground! See images cas1_[1/2/3]: I just have to turn the display to see the ground from below and the display becomes ok on the game side. The hidden area on the game side seems to correspond exactly to the display area on the floor on the stage side. If i just desactivate the mesh renderer of "TestEnvironnement" the fluid is ok in game side...





2) much more annoying





I make a windows build and run the executable.



The fluid is not displayed at all!

Is there anything special to configure on the build/player setting side?


(NB : no problem with unity particle)



I add in PJ the rendering configuration.





Thank you.



Attached Files Thumbnail(s)
                   
Print this item

  Softbody merging/phasing into each other
Posted by: martinlzl - 27-04-2022, 05:34 PM - Forum: Obi Softbody - Replies (2)

Hi all, I'm still relatively new to Obi's assets. I have two soft bodies spawning at the same point with a second delay apart. When the second soft body collides into the first, sometimes they completely ignore each other and phase through, other times they collide and some points might unnaturally merge and stick to each other. I notice sometimes it's due to their angle of contact.

Not sure which variable can I play around to prevent this from happening, from ObiSolver to SoftBody Blueprints. I would like to simulate collision between all assets as realistic as possible. Any ideas?

Print this item

  Tear Issue
Posted by: charlotte - 26-04-2022, 03:54 PM - Forum: Obi Cloth - Replies (8)

Hi i've been trying to tear a cloth with a gameobject but i came across to a bug which makes the cloth look like this:

[Image: view.php?img=LPic6267fb1269bf4869992675]
If i change the tear resistance the bug doesn't happen all the time and i can cut the flag succesfully most of the time. However this is not the definite solution.
Can you help me with that?


Here where i call the Tear() method:

void ModifyConstraints(int collisionParticleIndex)
{
    var distanceConstraints =
        flag.GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;
    if (distanceConstraints == null) return;
    IterateAllConstraints(distanceConstraints, collisionParticleIndex);
}

void IterateAllConstraints(ObiConstraints<ObiDistanceConstraintsBatch> distanceConstraints, int particleToTear)
{
    IStructuralConstraintBatch currentBatch;

    foreach (var batch in distanceConstraints.batches)
    {
        currentBatch = (IStructuralConstraintBatch) batch;

        for (int i = 0; i < batch.activeConstraintCount; i++)
        {
            if (batch.particleIndices[i * 2] == particleToTear)

            {
                StructuralConstraint sc =
                    new StructuralConstraint(currentBatch, batch.GetConstraintIndex(i), tearForce);
                flag.Tear(sc);
                flag.solver.PushSolverParameters();
            }
        }
    }
}

Print this item

  Obi Softbody's interaction with VR hand
Posted by: chaunce_1121 - 26-04-2022, 02:33 PM - Forum: Obi Softbody - Replies (1)

Hi, I have a problem with VR first person picking up objects that have obi softbody component. Like the dragon that was given in the package, I want to grab that object using my SteamVR hands using the VIVE, but it will just go through. I was trying to give the hands OBI collider, but they dont have a collision itself so that doesn't work. Is there any way that I can pick the dragon up instead of just leaving it on a table?

Print this item

  Cloth behind animation
Posted by: LKH819 - 25-04-2022, 10:43 PM - Forum: Obi Cloth - Replies (3)

I am using skinned mesh for character cloth.
I have colliders on her legs.

The issue:
With Late updater the cloth looks fine but collision isn't accurate. The skirt go through her leg and stick to her butt when running.

With Late Fixed updater/Fixed updater, The cloth lag behind the animation. (I have tried all update mode of animator)

Print this item

  Rope Collision
Posted by: TeeJay - 25-04-2022, 09:10 PM - Forum: Obi Rope - Replies (3)

Hello,

it seems I am too stupid to use collision detection with my rope. My scene has different objects that need to be placed on a table. Besides the other objects, my rope falls through the table and through the floor into nirvana. I am using the Obi Collider and already different tried settings according the documentation. Settings attached in the screenshot.

Thank you!



Attached Files Thumbnail(s)
   
Print this item

  [Solved] Particle Capacity Not Updating
Posted by: Freebird17 - 25-04-2022, 07:13 PM - Forum: Obi Fluid - Replies (2)

Hello,

     First off, I'd like to say thanks for this awesome product, it is immaculate for fluid simulation! However, I've seemed to run into some sort of bug with the emitter blueprints. I cannot seem to update the capacity there. It was set at 1500, and changing it any amount above or below this value does not seem to affect the emitter at all. It still outputs exactly 1500 particles after making the change. I double checked all my scripts, and there doesn't seem to be any that would alter this value externally. What could be causing this?

Thanks in advance! Gran sonrisa

Print this item

  how to re-enable and disable, without skin going invisible on root object (original)
Posted by: usemahrope88 - 23-04-2022, 08:10 PM - Forum: Obi Softbody - Replies (2)

hello dev

for some reason on the BallPool example, when I try to disable the clone I make, it disables the original object mesh (the skinned mesh, found on base object) and doesnt re-render.

im trying to disable objects to save performance on runtime, but this is unusable in current state

whats correct way to disable obi softbody objects with this no-skinned-bones-weights skinned mesh setup, so it can disable children or clones, not lose mesh references, and also re-renable children or clones for performance?

Print this item

  How to prepare rope like on the screen
Posted by: Alexander - 22-04-2022, 12:09 PM - Forum: Obi Rope - Replies (4)

Hi all, I need help. Making a game like Tangle Master 3d. How can I prepare such levels where the ropes are twisted together several times?

https://prnt.sc/P_U7w2KUFLz8

Print this item

  cloth-rope collision
Posted by: maygdirf - 21-04-2022, 10:31 AM - Forum: Obi Cloth - Replies (6)

Hi!
It's possible to detect cloth-rope collisions? I have a cloth that simulates a piece of tissue and i would be able to create a needle with a thread that penetrates the cloth. In so doing, I'm not able to detect the particle collisions between the two. Am I doing something wrong?

Print this item