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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
Yesterday, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
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
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 982
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 830
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Lock Collided Particles |
Posted by: solanadeksiyah - 11-03-2022, 02:17 PM - Forum: Obi Cloth
- Replies (1)
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Hello guys, I want to throw cloth on the rope from the sky. Colliding particles need to be frozen (locked, etc.). I made the cloth and the rope. Cloth interacts with ip but I can't lock it. Think of it like the clothesline on which the cloth hangs.
Edit: Btw i need full controll all particles with script. Cuz i need unlock particles and move cloth.
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3D emboss |
Posted by: ericvenn - 09-03-2022, 07:20 PM - Forum: Obi Softbody
- Replies (3)
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Hi,
I need a 3D 'emboss' effect.
That means use an arbitrary mesh, then push it to a softbody (for instance until the middle of the softbody mesh), and the shape of the mesh is embossed in the softbody.
Without jelly spring effect.
Is that possible ?
Thanks for your help.
Eric
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Rope going through collider |
Posted by: budwiz - 09-03-2022, 01:01 PM - Forum: Obi Rope
- Replies (1)
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I setup a rope, a draggable object and a cube (obstacle) with obi collider.
When dragging the rope around the cube (obstacle), it is 2 issues:
1. The most important one: The rope goes through the obstacle, which is of course not wanted
2. Not so important, but nice to fix: When rope is bent around the cube, its not following the shape of the cube, but rather goes partially inside the cube
Here is a video that shows whats going on:
https://youtu.be/a1_0vixUPXQ
Questions is:
1. How to avoid rope to go through the cube ? Most important !!
2. How to improve the issue in issue 2 ?
Note: As you see the rope is stretched, which is necessary for my project.
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[FIXED] Rope Lagging Behind Attachment |
Posted by: VirtualCucumber - 07-03-2022, 08:06 PM - Forum: Obi Rope
- Replies (4)
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Hi, long term Obi user since 3.0. I just got back into it using 6 and I noticed the rope will lag behind its attached rigidbody where it wouldnt in past versions.
Here is the imgur that contains the settings and gif of the rope lagging behind: https://imgur.com/a/DokBjAl
EDIT:
Unity 2020.3.3.0f1 LTS
Obi v6.4
Movement (physics):
Code: private void FixedUpdate()
{
Vector3 forcePoint = transform.position + transform.TransformDirection(moveForceOffset);
Rigidbody.AddForceAtPosition(_targetForce, forcePoint, ForceMode.Force);
}
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Link prefab not working when making a chain |
Posted by: dmenn - 07-03-2022, 03:35 PM - Forum: Obi Rope
- Replies (2)
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I have a chain link made in Blender. When I use it for a chain it seems to make the chain, but I can't see it. I tried with a small sphere, made in Unity, and it works just fine. There must be something I did wrong in Blender, or when exporting. Any tips much appreciated.
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Strange dark surface reflection at low viewing angles |
Posted by: locque - 07-03-2022, 12:38 PM - Forum: Obi Fluid
- Replies (5)
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Take a look this this: https://imgur.com/a/w8gOxxP
As the camera moves further from the fluid and the viewing angles gets lower, the more this dark reflection appears in the liquid's surface. I removed all reflection probes from the scene to see if that had something to do with it, to no effect. Looks like a screen space reflection, but it's way too dark for the fluid and environment. I'm using the default fluid renderer with nothing changed other than the surface downsampling seen in the pictures, but I also reverted that to see if it would make a difference.
Update:
This only affects VR rendering. Here's a comparison between the exact same scene from the exact same perspective with nothing changed other than the render target: https://imgur.com/a/2Gzumv8
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ParticleShader won't compile in 2021.2 |
Posted by: locque - 07-03-2022, 11:41 AM - Forum: General
- Replies (2)
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Code: Error building Player: Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 100 (on d3d11)
Compiling Subshader: 0, Pass: ParticleFwdBase, Vertex program with DIRECTIONAL LIGHTPROBE_SH SHADOWS_SHADOWMASK STEREO_INSTANCING_ON
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SCREEN UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING VERTEXLIGHT_ON
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?
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Can't get softbody to work on custom meshes |
Posted by: Brainiac - 06-03-2022, 05:50 PM - Forum: Obi Softbody
- Replies (2)
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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.
This is what it looks like in real time:
With particles rendering: https://i.imgur.com/XBkOppN.mp4
Without particles rendering: https://i.imgur.com/lzQ0W3w.mp4
This is the error I'm getting when running the Unity scene:
Quote:Mesh.SetBoneWeights() failed: Vertex 521 has zero weights.
UnityEngine.Mesh:SetBoneWeights (Unity.Collections.NativeArray`1<byte>,Unity.Collections.NativeArray`1<UnityEngine.BoneWeight1>)
Obi.ObiSoftbodySkinner:SetBoneWeights () (at Assets/! Imported/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:386)
Obi.ObiSoftbodySkinner:Setup () (at Assets/! Imported/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:135)
Obi.ObiSoftbodySkinner:UpdateSoftBones (Obi.ObiActor) (at Assets/! Imported/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:218)
Obi.ObiActor:Interpolate () (at Assets/! Imported/Obi/Scripts/Common/Actors/ObiActor.cs:1222)
Obi.ObiSoftbody:Interpolate () (at Assets/! Imported/Obi/Scripts/Softbody/Actors/ObiSoftbody.cs:288)
Obi.ObiSolver:Interpolate (single,single) (at Assets/! Imported/Obi/Scripts/Common/Solver/ObiSolver.cs:1641)
Obi.ObiUpdater:Interpolate (single,single) (at Assets/! Imported/Obi/Scripts/Common/Updaters/ObiUpdater.cs:122)
Obi.ObiFixedUpdater:Update () (at Assets/! Imported/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:64)
I'd appreciate your help with this.
Thanks!
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