Search Forums

(Advanced Search)

Latest Threads
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 105
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 383
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 532
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,258
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 353
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 431
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,209
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 419
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 246
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,519

 
  Lumpy Water
Posted by: devPatrick - 07-02-2022, 07:20 AM - Forum: Obi Fluid - Replies (5)

Hello, I have an issue I hope you can help me with.  For lack of anything better to call it, I'm calling it lumpy (surface) water.  

I have a 'glass' cube with Obi Fluid in it.  For the fluid, I'm using the particle renderer with enlarged particles.  For the cube, I have Obi colliders on the interior walls and a menu to allow the user to control the dimensions of the cube.

When the fluid particles are first produced, they settle out about how you would expect- relatively flat surface.  In playing around with the cube dimensions, however I can produce a non-flat surfaces like the one illustrated in the image below.  Notice the large bulge on the left side compared to the ride side.  I took the screenshot after the particles had settled.

I've also produced smaller 'lumps' than what's depicted in the picture.  Additionally, I noticed this odd lumping behavior in a different environment in which I was using the emitter to produce a continuous stream through a cube-like channel (like a pipe, but with cubed/squared walls).



Attached Files Thumbnail(s)
   
Print this item

  Obi rope in combination with joints stretches the rope infinitely
Posted by: jsladovic - 05-02-2022, 09:19 PM - Forum: Obi Rope - Replies (6)

Hi,

Apologies if this is something people have previously asked for, I have only recently gotten into working with Obi and am yet to grasp all of it's features. I tried googling for a result and searching the forums here, but to no success.


I have a rope connected to a fixed object on one side and a moveable object (let's call it a ball for the sake of simplicity) on the other. When I manually move the ball through the scene view, the rope doesn't stretch. But when my player picks up the object, I create a fixed joint component on the ball which is connected to the player Rigidbody. Then I move the player around and the ball moves alongside him and the rope stretches. When I stop moving the player, the rope slowly starts dragging the ball (and the player) back into position. Is there a way to prevent the rope from stretching in the first place?

For what it's worth, my Distance iterations have been set to 20, my Substeps in the Fixed Updater have been set to 4. The Obi Rigidbody component doesn't have the Kinematic For Particles field set and the ball Rigidbody is not set as Kinematic. I'd gladly post whatever else you need.

Print this item

  Rope not showing in Build
Posted by: Torsson - 03-02-2022, 07:51 PM - Forum: Obi Rope - Replies (2)

Hello i have 4 dynamic ropes setup when my "Mobile crane" lift's objects. All shows in play in unity editor but none are rendered in the build. Does anyone know what i have missed?.

Print this item

  Installation error on version 6.3 of ObiRope
Posted by: vinay_amat - 03-02-2022, 05:21 PM - Forum: Obi Rope - Replies (1)

I downloaded the version 6.3 package from Unity Asset store. When trying to import this package in Unity version 2020.3.19f1, I get a lot of compile errors. This is a fresh import on a fresh default project. I am not sure if the installation procedure is incorrect here. Here is a log of the errors -

Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiBone.cs(10,18): error CS0101: The namespace 'Obi' already contains a definition for 'ObiBone'
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(10,18): error CS0101: The namespace 'Obi' already contains a definition for 'ObiRope'
Assets\Plugins\Obi\Scripts\RopeAndRod\DataStructures\ObiRopeSection.cs(9,15): error CS0101: The namespace 'Obi' already contains a definition for 'ObiRopeSection'
Assets\Plugins\Obi\Scripts\Utils\ObiRopeCursor.cs(12,15): error CS0101: The namespace 'Obi' already contains a definition for 'ObiRopeCursor'
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiBone.cs(7,6): error CS0579: Duplicate 'AddComponentMenu' attribute
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiBone.cs(8,6): error CS0579: Duplicate 'ExecuteInEditMode' attribute
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(42,24): error CS0507: 'ObiBone.Awake()': cannot change access modifiers when overriding 'protected' inherited member 'ObiActor.Awake()'
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(48,15): warning CS0114: 'ObiBone.OnValidate()' hides inherited member 'ObiActor.OnValidate()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(52,24): error CS0115: 'ObiBone.OnSolverFrameEnd()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(60,24): error CS0115: 'ObiBone.AddToSolver(object)': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(71,24): error CS0115: 'ObiBone.RemoveFromSolver(object)': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(136,34): error CS0115: 'ObiBone.Initialize()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(223,24): error CS0115: 'ObiBone.OnSolverStepBegin()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(272,24): error CS0115: 'ObiBone.OnSolverStepEnd()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiBone.cs(318,24): error CS0115: 'ObiBone.ResetActor()': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiBone.cs(263,33): error CS0111: Type 'ObiBone' already defines a member called 'Awake' with the same parameter types
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiBone.cs(278,33): error CS0111: Type 'ObiBone' already defines a member called 'OnValidate' with the same parameter types
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(43,15): warning CS0108: 'ObiEmitter.activeParticleCount' hides inherited member 'ObiActor.activeParticleCount'. Use the new keyword if hiding was intended.
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(87,24): error CS0115: 'ObiEmitter.UsesCustomExternalForces': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(91,24): error CS0507: 'ObiEmitter.Awake()': cannot change access modifiers when overriding 'protected' inherited member 'ObiActor.Awake()'
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(100,24): error CS0507: 'ObiEmitter.OnEnable()': cannot change access modifiers when overriding 'protected' inherited member 'ObiActor.OnEnable()'
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(109,24): error CS0507: 'ObiEmitter.OnDisable()': cannot change access modifiers when overriding 'protected' inherited member 'ObiActor.OnDisable()'
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(118,24): error CS0115: 'ObiEmitter.DestroyRequiredComponents()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(121,24): error CS0115: 'ObiEmitter.AddToSolver(object)': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(135,24): error CS0115: 'ObiEmitter.RemoveFromSolver(object)': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(194,34): error CS0115: 'ObiEmitter.Initialize()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(242,24): error CS0115: 'ObiEmitter.UpdateParticlePhases()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(394,24): error CS0115: 'ObiEmitter.OnSolverStepBegin()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiEmitter.cs(11,15): error CS0534: 'ObiEmitter' does not implement inherited abstract member 'ObiActor.sourceBlueprint.get'
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(22,15): error CS0263: Partial declarations of 'ObiRope' must not specify different base classes
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(7,6): error CS0579: Duplicate 'AddComponentMenu' attribute
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(8,6): error CS0579: Duplicate 'ExecuteInEditMode' attribute
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(9,6): error CS0579: Duplicate 'DisallowMultipleComponent' attribute
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(1045,40): error CS0246: The type or namespace name 'TetherType' could not be found (are you missing a using directive or an assembly reference?)
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(296,24): error CS0115: 'ObiRope.Awake()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(307,24): error CS0115: 'ObiRope.Start()': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(173,33): error CS0115: 'ObiRope.OnValidate()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(340,24): error CS0115: 'ObiRope.OnSolverStepEnd()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(352,24): error CS0115: 'ObiRope.OnSolverFrameEnd()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(360,24): error CS0115: 'ObiRope.OnDestroy()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(375,24): error CS0115: 'ObiRope.AddToSolver(object)': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(386,24): error CS0115: 'ObiRope.RemoveFromSolver(object)': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(398,34): error CS0115: 'ObiRope.Initialize()': no suitable method found to override
Assets\Plugins\Obi\Scripts\Actors\ObiRope.cs(860,24): error CS0115: 'ObiRope.ResetActor()': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(138,43): error CS0115: 'ObiRope.sourceBlueprint': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(179,30): error CS0115: 'ObiRope.LoadBlueprint(ObiSolver)': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(190,30): error CS0115: 'ObiRope.UnloadBlueprint(ObiSolver)': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(208,30): error CS0115: 'ObiRope.Substep(float)': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(315,33): error CS0115: 'ObiRope.RebuildElementsFromConstraintsInternal()': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(351,30): error CS0115: 'ObiRope.RebuildConstraintsFromElements()': no suitable method found to override
Assets\Plugins\Obi\Scripts\RopeAndRod\Actors\ObiRope.cs(173,33): error CS0111: Type 'ObiRope' already defines a member called 'OnValidate' with the same parameter types
Assets\Plugins\Obi\Scripts\RopeAndRod\DataStructures\ObiRopeSection.cs(19,15): error CS0111: Type 'ObiRopeSection' already defines a member called 'OnEnable' with the same parameter types
Assets\Plugins\Obi\Scripts\RopeAndRod\DataStructures\ObiRopeSection.cs(28,15): error CS0111: Type 'ObiRopeSection' already defines a member called 'CirclePreset' with the same parameter types
Assets\Plugins\Obi\Scripts\RopeAndRod\DataStructures\ObiRopeSection.cs(41,21): error CS0111: Type 'ObiRopeSection' already defines a member called 'SnapTo' with the same parameter types
Assets\Plugins\Obi\Scripts\Emitter\ObiEmitterMaterial.cs(60,22): error CS0426: The type name 'FluidMaterial' does not exist in the type 'Oni'
Assets\Plugins\Obi\Scripts\Emitter\ObiEmitterMaterialFluid.cs(35,23): error CS0426: The type name 'FluidMaterial' does not exist in the type 'Oni'
Assets\Plugins\Obi\Scripts\Emitter\ObiEmitterMaterialGranular.cs(19,23): error CS0426: The type name 'FluidMaterial' does not exist in the type 'Oni'
Assets\Plugins\Obi\Scripts\Utils\ObiRopeCursor.cs(21,15): error CS0111: Type 'ObiRopeCursor' already defines a member called 'Awake' with the same parameter types
Assets\Plugins\Obi\Scripts\Utils\ObiRopeCursor.cs(243,15): error CS0111: Type 'ObiRopeCursor' already defines a member called 'ChangeLength' with the same parameter types

Print this item

  Dig mechanics
Posted by: PlatonSk - 02-02-2022, 12:50 PM - Forum: Obi Softbody - Replies (1)

Hi there. Thanks for a great asset.

I gonna add some digging mechanics to a softbody. Got a number of questions. 

So basically we have a softbody that acts as a regular soft body. But by clicking a button we'll start "dig". Dig mechanics should be split into a number of actions:
1. Disable mesh deformation while keeping collision detection intact. 
    Can this be done using some basic OBI methods?
2. Determination which verticles of the mesh are bind to our affected particles. 
   For each particle world coordinates I can run through all verticles and compare distance, but maybe there's a better way? Is there some sort of a dictionary containing all binded verts for each particle?
3. New mesh generation.
   Okay, we found our vertices, removed them, added a bunch of new verticles and triangles to form an updated shape. Is it possible to use a newly updated mesh with an existing blueprint before we generate a new one?
4. New blueprint generation
When the dig sequence ends we will recalculate a blueprint and bind it to a new body - no questions here, works just fine!

Thanks in advance!

Print this item

Pregunta ObiRope setup (help)
Posted by: Kizzualx - 31-01-2022, 07:13 PM - Forum: Obi Rope - Replies (11)

Hello everyone. I immediately apologize for my English, I will use google translator))

I'm making a game where the player has to use hooks to get to the top of a mountain. If anyone did similar mechanics, tell me what settings you used.
The screenshots show what settings I used, but my game hangs very badly on mobile devices.

Have I used the settings correctly?
Or is there an alternative setup and architecture?
Thanks in advance!

   
   
   

Print this item

  Rope & Rod 'wobble'
Posted by: billmccrary - 31-01-2022, 05:20 PM - Forum: Obi Rope - Replies (1)

Hello - making some progress with a cable simulation.  I have a very bare bones demo working but there is a slight wobble I can't seem to get rid of.  Please see the attached gifs for a rope & rod test.  On the solver, setting damping & inertia to 0.9999 reduces wobble but not 100%.

We're still trying to do just a simple cable animation, such as when you unplug/plugin something with a cable attached, we just need the cable to look natural as it 'follows' the attachments.

   

   

Print this item

  My fluids looks like jell rather than fluids
Posted by: diozka - 30-01-2022, 05:24 PM - Forum: Obi Fluid - Replies (1)

Hi Everyone,

My problem is that my fluids look like viscous jelly rather than actual fluid. I played around with almost all the options but didn't quite get what I want. What I want to do is it to behave and look like water but I'm using it for mobile so my options are limited due to performance. Is there any way to make them look like a fluid without sacrificing too much performance?

Print this item

  Skinned softbody jitters when still
Posted by: anduogames - 27-01-2022, 08:29 PM - Forum: Obi Softbody - Replies (2)

Heya!

We're currently facing an issue, where a softbody jitters a lot while being attached to a bone that is not moving.

I followed this tutorial to set everything up: https://www.youtube.com/watch?v=75AQT_Ls8fA

Here's a video (slightly nsfw warning) https://puu.sh/IFn0A/47b6af4ecc.mp4

I've tried to add smoothing to the solver, but it does not seem to change anything at all. Turning on interpolation makes everything into a jumbled mess. This also happens when I turn interpolation on outside of playmode. Is there any obvious mistake I might be doing?

Unity version: 2021.2.8f1
Obi Softbody Version: 6.3

Print this item

  Obi 6.4 editor improvements
Posted by: josemendez - 27-01-2022, 01:13 PM - Forum: Announcements - No Replies

Hi all,

I've been gathering feedback from users, in order to improve quality of life / workflow when using Obi. In addition to memory allocation and performance improvements, Obi 6.4 will ship with some blueprint editor/path editor improvements, and I wanted to share them with you.

Any feedback is most welcome! maybe you think these can be improved further, maybe you've been hoping for some new usability feature that isn't listed here. Something's been annoying you for a long time and would like to see it addressed? Let me know!

Path editor (ObiRope/ObiRod)

Path editor now uses Unity's custom editor tool API. This provides better integration, and places a shortcut for the path editor in the toolbar when it's the last custom tool used:
[Image: Ihr2oZo.png]

The editor now uses independent translate/rotate/scale tools for control points, instead of using Unity's own. This makes it clearer what tool you're using.

Numerical fields for control point position and tangents have been added. These work just like Unity's transform component fields, which means you can set multiple control points to a specific x, y or z value independently and accurately. The numerical fields for tangents honor tangent mode, so for instance if you're using aligned tangents, changing the value for the "in" tangent will also change the "out" one.

[Image: Orssf0X.png]

Blueprint editor (ObiCloth/ObiSkinnedCloth/ObiTearableCloth/ObiSoftbody)

Property range-based selection for scalar properties. Ever wanted to select all particles that have a specific radius or backstop distance? Now you can!:
[Image: abeXOna.gif]

New copy brush mode for scalar properties: allows you to use the value of one property as source to paint a different property. For instance, use radius values to drive mass:
[Image: 8pqIGVd.gif]

World space and camera-space paint brush mirroring in all 3 axis:
[Image: OikXmUk.gif]

Print this item