This error always occured when trying to build the proejct for the first time after launching the 2021.2 Editor, but since 14f1 it actually prevents you from building every time. Any idea what could be going wrong here?
Hello! I'm trying to use Obi Softbody's system on some of my custom models.
I've followed the setup steps in the documentation, as well as a video I found on YouTube.
I'm not 100% sure what I'm doing wrong, I think I'm not setting the blueprints correctly..
What I'm doing is this:
I import the model, set make it readable and writeable.
Then I create a new blueprint, attach the model to the input mesh and click the generate.
After that, I create the softbody object via the editor menu button.
I attach the mesh to the SkinnedMeshRenderer and drop a material.
Then I attach the blueprint, and physics material.
Finally I click on the "bind skin" button.
Hi there, I'm starting with this asset and I wanted to create a basic scene, but I'm having some issues when implementing obi rope.
I have a rope attached to a cube in one end and a small ball in the other end.
My goal is to be able to grab the ball and pull the box using the rope as the medium
The rope is set in a very similar way to that of the rocker (I used it as a base) and I think I have setup everything correctly so I don't know why is the rope and the attached object behaving in such a weird way. I have installed Jobs and burst so it's able to use the burst backend and there are no warnings or anything.
Trivia:
I want to be able to grab the small ball using my own scripts that are already working with normal rigidbodies of they are in layer 20 (grabbable) This part already works with other rigidbodies and isn't giving me any problems when not using a rope, the code parents the transform of the RB to an object in the player's hierarchy and modifies some fields of the RB (drag is set to 10, uses gravity = false) and then applies forces so that the RB is in the desired position while hold until thrown (then, its parent is set to null, the drag and gravity are restored)
Edit: Thanks for the response, you made me realize that those warnings and mentions about the rope being inside of colliders were because of the rope getting inside of the things it was supposed to attach to, now I understand that's how it was, I though that it was related with external meshes interfering with the rope.
Hello, I am going to have 15-20 softbodies in my scene. So I'm trying to reduce particle count for better performance. When I change vertices count to 18 to 8 my softbodies meshes become invisible. For each of them I clicked the bind skin button. I have particle renderer on my softbody objects. I hope you can help. My blueprint settings are resolution 48, max anisotropy 5, smoothing 1.
I'm attaching control point in runtime and I want to move the position of the control point to the position of the transform to which it is attached.
What is the simple way to move the control point from script ?
(I know it'll add a lot of kinetic energy to the rope resulting in unwanted motion)
Hello,my solver is inside the game object, when I rotate the game object also emitted particles are rotating around the game object.
Is there any solution about it?
I need to use emitter inside the game object because when I rotate the character also emitter should rotate. solver does not work if emitter is not child of solver.
Hello, thanks for this amazing tool. It's very fun to use. I have some questions, I hope you can help.
1)I'm making a game like 3D Tetris. At start i want some objects to stay together like in the photo. But when I press play they are not standing together, they probably collides with eachother and goes away.
2)The cubes are not standing on the ground, they act like they are on the ground, but they aren't. How can I solve these? Thanks for your help.
I'm trying to recreate the Boat example with my own meshes, and for some reason my Sail mesh is shrinking when i enter play mode. I'm pretty sure i have the constraints setup properly, and the parenting to the Mast pivot, but the Sail itself shrinks down and i cant figure out why.