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Stretching verts uniforml...
Forum: Obi Softbody
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Yesterday, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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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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How to Shorten or Scale t...
Forum: Obi Rope
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02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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obi fluid unusable since 2021.2.17f1 |
Posted by: locque - 19-04-2022, 07:46 AM - Forum: Obi Fluid
- Replies (15)
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Unity must have changed something that made it incompatible with Obi in 2021.2.17f1 that unfortunately made it into the 2021.3 LTS version, which I really would like to use.
The editor is unusable as soon as you import Obi Fluid into the project, everything slows down to a crawl. Going into play mode in any of the sample scene will result in around 5-10 FPS, and even just navigating the scene view outside of play mod is unusably slow.
This affects the entire project, not just the scenes that have Obi components in them. The problem is the exact same even in a completely new, empty scene in a project that has Obi Fluid imported.
There are no errors being reported in the console, so I'm not sure what is actually going on. But it's definitely Obi that is causing the problem, I tried it multiple times on completely blank projects and each one of them became unusable immediately after importing Obi. I also tried saying yes and no the the script upgrade prompt, it does not make a difference. Closing the project in this state will also crash the editor pretty much every time, here is the log in case that helps:
https://we.tl/t-kSM2qyMyxs (Too big for this post and pastebin)
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Rope extending issue |
Posted by: nmbileg - 17-04-2022, 01:29 PM - Forum: Obi Rope
- Replies (4)
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Howdy! First, let me say I'm a newbie and love your asset! I have few questions on Obi Rope, pls view the video link attached to better understand what I'm trying to accomplish:
The main use of rope is to pull and drag to tangle the rope between cylinders. Here are the questions:
Video link: https://www.youtube.com/watch?v=K-Qg3fuCsBE
1. As you can see from the video, when I pull and extend the rope, it wiggles (moves left and right) a lot. What I want is when you pull and drag the rope, it should be a stable extension. I'm using Obi Rope Cursor component to extend the rope. If there are any better solution to extend the rope very stably, pls let me know.
(here's the code how I extend the rope: cursor.ChangeLength(rope.CalculateLength() * 0.9f))
2. At the end of the video, you can see that the rope goes through the cylinder, I understand it happens because of performance issues, but I just wanted to know if there are any better solution not to get the rope pass through cylinders.
I bought this asset only few days ago so I'm sure I'm missing some optimal solution to get the result I want.
Best,
Billy
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Fishing Pole/Line |
Posted by: Natty - 15-04-2022, 12:57 AM - Forum: Obi Rope
- Replies (28)
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Hi All,
Just grabbed Obi Rope and played around with some tutorials and overall got a feel for it. This tool is amazing. Definitely worth the purchase, and I will be leaving a review shortly once I get more comfortable with it.
I am trying to implement a fishing pole; to be specific, the fishing line on a fishing pole and casting it out, with the option of reeling it in. To begin, I'm focusing first on being able to cast it out. I've created a pole and attached a rope to the pole, and a bobber (just a Unity sphere) to the end of it and added a Rigidbody component to it. My idea is to eventually have an animation play for the player slowly bringing back the rod to then release it forward and cast out.
Currently my fishing system is set up without any animations, but it works by applying a force to the bobber's rigidbody, depending on how long the player holds the button to essentially wind-up a cast. As it is now, when the player let's go of the cast button the following code is triggered:
Code: bobberGO.transform.position = transform.position + yOffset;
rb.velocity = transform.TransformDirection(10f * fishingCastScrollBarValue * randomPosition);
Which is just setting the bobber at a position of where it would be released, and then applying the physics to the bobber.
Where Obi Rope comes in is that I would like the rope to always start off with a length of where the rope is just hanging from the pole a bit, and then when the player casts out it dynamically resizes until the bobber hits the water. I currently don't have a system in place to reel in the rope and instead when the player catches a fish or is done fishing, I would just like the rope to be set back to it's original length of hanging from the pole.
Admittedly, I need more time and practice with Obi Rope, but I was hoping someone could point me in the right direction. I have found resources for ObiRopeCursor, and the tutorials on YouTube, but I'm struggling a bit to get something cohesive working.
Thank you.
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URP 2d Renderer Support |
Posted by: Civil - 13-04-2022, 02:31 PM - Forum: Obi Fluid
- Replies (1)
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It appears that currently there isn't any support for the URP's '2D Renderer'.
Is this planned in a future update and if so is there a timeframe for when it is likely? (possibly with Obi 7?)
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How to match softbody to the non zero position and rotation skinned mesh model |
Posted by: debbie - 12-04-2022, 06:27 AM - Forum: Obi Softbody
- Replies (1)
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I have difficulty in matching the softbody to the skinned mesh model when the mesh's position and rotation is not in zero. Here is my situation:
I created a softbody blueprint with the skeleton.
Back to the scene, the skeleton is matching the model, but the mesh is rotated 90 degrees.
When i move the leg joint, only the skeleton and mesh will move accordingly, the softbody remains the same.
As the "_body_summer" object rotation is -90, so i rotated 270 when doing the blueprint.
Back to the scene, now both skeleton and softbody match with the model. However, when i move the leg joint, the softbody still no response.
The upper case is only having the rotation issue, but i had another model that the mesh is in different position and the softbody will shifted. But in the blueprint inspector, i can't adjust the mesh position. Therefore, is that i have to change the mesh position to zero?
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