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can you remove particles ...
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How to dynamically change...
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Pipeline that bends
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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20-06-2025, 08:09 AM
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Getting Previous / Next Particle Index |
Posted by: Henning - 11-02-2022, 12:34 PM - Forum: Obi Rope
- Replies (2)
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Hi Obi team,
I have a rope on a 2D surface and I am trying to find the rotation (the yaw angle) of specific particles.
The index of the target particles is already know. My current method is to find the previous and next particle to estimate this angle.
However, it seems like the adjacent particle indeces from the blueprint are not the real adjacent particles.
I saw in some other posts that the ObiPathSmoother and GetSectionAt can be used to acquire an correct index list. But the compiler is telling me the ObiPathFrame does not have definition for paritcle1.
Is there any suggestions on getting the adjacent particle indeces?
Many thanks.
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Multiple Chains Simulation Best Practice |
Posted by: sdu7chez - 10-02-2022, 05:12 PM - Forum: Obi Rope
- Replies (4)
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Hi there,
Unity version: 2020.3.21f1
Obi Rope version: 6.3
I am trying to create a disc golf basket and I need to have individual chains react to a disc hitting them. I am trying to do this with a minimal performance hit. As is, I've created the chains as individual Obi ropes and then attached the Chain Renderer component. Obviously the more chains I add, the more of a performance hit the game will take. So I am trying to figure out the best approach for doing this. This disc also isn't just a simple rigid body, so using the Obi Rigidbody component to make it collide with the chains is a bit more complicated. I've also supplied a link to a video of me describing what I am trying to do on YouTube.
Thank you for any assistance on this matter!
https://www.youtube.com/watch?v=Xt6Nr2N_zXc
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Defined a pooled particles from a given length |
Posted by: lufydad - 08-02-2022, 04:44 PM - Forum: Obi Rope
- Replies (5)
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Hi,
I want to increase the length of the rope until it reach a given maximal length : l_max. Is there a way to know the pooled particles size for the given l_max ?
For example I wanted a rope with l_max = 100m, but I had a pooled particles of 100 and it only reach the length of 70m... Therefore I just randomly increased the pooled particles size to make it achieve 100 m. But it's not a satisfy solution...
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Rope is moving wen increasing his length |
Posted by: lufydad - 08-02-2022, 10:57 AM - Forum: Obi Rope
- Replies (8)
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Hi,
I wanted to increase the length of a rope toward a maximal length. I used a code based on manual :
Code: void Update()
{
if (_obiRope.restLength <= _lengthMax)
{
_obiCursor.ChangeLength(_obiRope.restLength + 0.2f * Time.deltaTime);
}
else
{
Debug.Log("Can't increase more");
}
}
However, in runtime I observed a weird behavior : https://imgur.com/a/geSDfoW. The length of the rope is increasing, but at the same time the rope is moving in the direction of the cursor.
Is there anything I'm doing wrong ?
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Obi Rope Constraints not simulated Bug |
Posted by: Moujingue - 07-02-2022, 02:56 PM - Forum: Obi Rope
- Replies (4)
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Hello All,
I'm having a very weird issue with Obi Rope lately, and it looks like it's a bug from the plugin. I'm using Obi 6.2.
I'm developing a game where the Player can attach itself to objects and drag them around, using a Rope.
I've been configuring the different Constraints in the Obi Solver, tweaking the amount of iterations in order to get what I want.
Right now, Distance Constraints and Collision Constraints are set up with a high amount of iterations, which gives my rope a quite realistic result, as it will do its absolute best to keep its length and wrap around any surface it encounters without going through them, and apply a lot of tension on the linked objects, which is great.
I also have pin constraints set up through script that link the player with the targeted object.
The mass of the player is 100. While the mass of the objects range from 10 to 10000. With very heavy objects, the player is completely constrained by the attached rope.
The rope itself has a mass of 1, but it works pretty much the same through the range 0.5 to 5. A heavier rope will instantly break the rope.
The rope has Bend Constraints set up entirely at 0.
The rope has Distance Constraints with stretching at 1, the rest at 0.
The rope has Tearing with tear resistance at 100000, and tear rate at 1. Which allows tearing only when an extreme force is applied.
But, in several situations, the distance constraints seemed to be completely absent, as if there were not setup.
After some tests though, it seems like the player is just not affected by the two-way interaction with the Rope, as the rope does not keep its length at all, and eventually breaks, and the player just doesn't seem affected by the tension. Even though pin constraints are setup correctly, and it's been working fine in every situation.
But in the following situations, it does not :
- In build. All builds of the game lately have had this bug, while in editor it worked fine.
- Having the Solver in a Prefab. For some reason this triggered the bug too.
- Copying the Solver a second time (having more than one solver in the scene, even when only one is active)
- When updating the plugin to Obi 6.3, which I just did today.
I have no idea what is causing this, and why the simulation is different in these situations, but I'll be glad if this post could get reviewed by the Obi team.
If you need more details, I'll gladly link some more videos or screens.
Thank you for your time,
Max.
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