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.
Hi there, I'm a new user of Obi Fluid, and it's been amazing so far! Thanks for making such an amazing tool. I'm currently working on a 2D game project in Unity that uses Obi Fluid, and I've run into a weird issue that is specific to Mac builds of my project. When I preview the game in Unity, I can see the obi fluid simulation just fine. However, when I create a Mac build and play the build, the fluids don't show up. Also interesting to note - the fluid DOES show up in a Windows build of the game. It's only the Mac build where I seem to be having the issue.
A few other notes about my project:
- Using Unity 2020.3.26f1
- Using the standard render pipeline
- Have tried both Burst and Oni solver modes, and neither change the end result in the Mac build
- Building and running on a 2015 Macbook Pro using macOS Big Sur v11.6.4
Happy to answer any more questions to help diagnose the issue. Any help would be extremely appreciated! Thanks!
Hello, I am very new to Obi Rope. There is a pulley object in my 3D scene. My player should grab the end of the rope when it collides with pulley and carry the rope in its hand. And when it collides with target object it should place the rope to a specific point on the target object.
My rope has 2 Obi Particle Attachments. One of them is attached statically to the pulley. When I collide with pulley, I set the 2nd dynamic attachment target to my player's hand transform in script, but I get the error below.
What's wrong with my approach ?
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index