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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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Controlling speed of emit...
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Looks nice on editor but ...
Forum: Obi Fluid
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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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Friction on Moving Platform |
Posted by: Oxters - 31-03-2022, 05:52 PM - Forum: Obi Softbody
- Replies (4)
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I have a conveyor belt set up where many panels are moving around in a loop using forces. They're basic box colliders and I added on them the obi collider component. I created a softbody object chips bag and tested it out, it bends and interacts with other objects nicely. But when it is on top of a panel, it does not move with the panel. I tried creating an obi collision material with high friction values and attaching it to both the panels and the chips bag, but that didn't work.
Frictionless Chips:
https://i.imgur.com/Eb8LOO7.mp4
Normal Behaviour:
https://i.imgur.com/kcZbQyY.mp4
Any help with this would be much appreciated.
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Is it possible to use the fluid renderer without the fluid physics? |
Posted by: ITR13 - 31-03-2022, 12:40 PM - Forum: Obi Fluid
- Replies (2)
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Is it possible to either use the fluid renderer on a unity particle system, or to input the position, velocity, or acceleration of the particles based on a script?
More specific, my usecase is that I have a burst/jobs implementation of boids that I want to make look "liquidy", and is considering Obi as a solution.
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Prevent rope stretching |
Posted by: Tomek - 31-03-2022, 11:43 AM - Forum: Obi Rope
- Replies (1)
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Hello,
I have some issues with ropes. Is it possible to prevent ropes from scratching?
I attached a rope to two static entities that I can pick up and move. I want the rope to always remain the same length.
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How do you create a rope at runtime? |
Posted by: NailEngine - 30-03-2022, 10:51 PM - Forum: Obi Rope
- Replies (5)
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I am trying to create a rope at runtime with a static attachment and a dynamic attachment. Much like the chain example. There is an example script called "RuntimeRopeGenerator" that looked promising, but has been completely commented out -- it looks like it's probably deprecated. Where can I find an example of how to create a rope purely from code?
Just to be clear -- I am trying to create a rope without having to create a blueprint asset in-editor; I am attempting to do everything from code.
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Rope Jitter In Editor But Not In Build |
Posted by: VirtualCucumber - 30-03-2022, 03:45 AM - Forum: Obi Rope
- Replies (2)
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Hi,
I noticed when I add force to a particle it seems to jitter a lot in the editor but in the build, it is completely smooth.
Editor:
Build:
I have an older version of this project running Obi 5 on Unity 2019 and it doesn't seem to be having this issue.
Edit:
It seems to be an issue with the ropes mass. I know if it's low enough it will produce unwanted effects. The control points on the rope are all set to 0.05 for the mass and the rope.GetMass() is 0.6. Whereas in the older version I mentioned above, even though the rope had the same control points with the same mass given to each one, its total mass was 1.55.
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