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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
» Replies: 25
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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
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
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Obi Fluid Materials Question |
Posted by: Freebird17 - 18-02-2022, 12:14 AM - Forum: Obi Fluid
- Replies (3)
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Hello,
Sorry if this question has been asked elsewhere, I tried looking but found nothing. Basically, do collision materials override? What I mean is, let's say I set my emitter to have a specific material (ie, ice), but another object with a collider to a different material (ie, high friction). Will the fluid react to every other collider as 'ice,' but react to the specified object as 'high friction'? Or will it choose the emitter material instead?
The reason I ask is that I have a character whose colliders are created with a script in-game, so I have another script to add the ObiCollider component after that to get around the ObiCollider requirement. When I try to add a material to the recently created colliders, it says that the material property is inaccessible (I assume its a private variable and I don't just want to start messing with the code at will). I would like to set the materials for this character's colliders to be different than other objects in the game, and I don't really know the best way to go about this.
Thanks in advance!
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Rope Moving Wildly |
Posted by: mikethevrguy - 16-02-2022, 11:15 PM - Forum: Obi Rope
- Replies (1)
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I've followed the example of the rope and joint scene to create a power cord connected to a machine on one end and a plug on the other end.
As you can see in the attached video, the rope is moving wildly. I'm wondering how to correct this?
Thanks.
Mike
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Performance drop: Obi cloth 6.2 to 6.4 |
Posted by: litefeel - 16-02-2022, 07:54 AM - Forum: Obi Cloth
- Replies (1)
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Hi.
I am using ObiCloth6.2 now.
Seeing that 6.4 has memory-related optimizations, so I want to upgrade to 6.2
But I directly update the plugin to 6.4 and do nothing else.
Found extremely slow performance in the Unity editor:
ObiLaterUpdater.LateUpdate() 3ms -> 8ms
Back end: Burst
Jobs Leak Detection: Off
Burst Safety Checks: Off
Unity: 2019.4.25f1
Burst: 1.4.11
Mathematics: 1.2.1
Collections: 0.9.0-preview.6
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Smoothly relax to initial particles positions |
Posted by: Romahaaa - 15-02-2022, 01:14 PM - Forum: Obi Rope
- Replies (1)
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Is there a way to smoothly make a transition from modified rope to it's initiial positions (like in the blueprint may fit as well).
I tried to to it moving the attached to the rope element (Rigidbody.Move) but it cause some glitches - sharp angles appeared on the rope for a second and after diasappear.
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Invalid memory access using libOni backend |
Posted by: pdinklag - 13-02-2022, 07:25 AM - Forum: General
- Replies (5)
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I recently switched from the Burst backend to libOni due to a crash that would occur late in the gameplay (posted here).
It's been a while that I tried long gameplay, but unfortunately libOni seems affected as well. About 35 minutes into gameplay, this "crash to desktop" occurred:
Code: ========== OUTPUTTING STACK TRACE ==================
0x00007FFC8E5A84F0 (libOni) Ordinal0
0x00007FFC8E5EB319 (libOni) GetPointCloudAnisotropy
0x00007FFC8E5F054A (libOni) GetPointCloudAnisotropy
0x00007FFC8E5F13B5 (libOni) GetPointCloudAnisotropy
0x00007FFC8E5A74A6 (libOni) Ordinal0
0x00007FFC8E5C2EDF (libOni) UpdateColliderGrid
0x0000012A65040C6C (Mono JIT Code) (wrapper managed-to-native) Oni:UpdateColliderGrid (single)
0x0000012A65040B8B (Mono JIT Code) [C:\Dev\Wrestle\Assets\Plugins\Obi\Scripts\Common\Backends\Oni\OniColliderWorld.cs:36] Obi.OniColliderWorld:UpdateWorld (single)
0x0000012A3E2C46CF (Mono JIT Code) [C:\Dev\Wrestle\Assets\Plugins\Obi\Scripts\Common\Collisions\ObiColliderWorld.cs:383] Obi.ObiColliderWorld:UpdateWorld (single)
0x0000012A3E2C20FB (Mono JIT Code) [C:\Dev\Wrestle\Assets\Plugins\Obi\Scripts\Common\Updaters\ObiUpdater.cs:58] Obi.ObiUpdater:BeginStep (single)
0x0000012A3E2C180B (Mono JIT Code) [C:\Dev\Wrestle\Assets\Plugins\Obi\Scripts\Common\Updaters\ObiFixedUpdater.cs:48] Obi.ObiFixedUpdater:FixedUpdate ()
0x0000012A122F2448 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFC655DE034 (mono-2.0-bdwgc) mono_jit_set_domain
0x00007FFC6551E724 (mono-2.0-bdwgc) mono_object_get_virtual_method
0x00007FFC6551E8BC (mono-2.0-bdwgc) mono_runtime_invoke
The GetLastError output that Unity produces for crashes again indicates an invalid memory accesses, much like for the Burst crash I reported.
This happens in a development build of Unity 2021.2.7 on Windows 10, 64-bit. I've also encountered this same crash in the editor once, which was when I was working on procedural generation that created Obi colliders and rigidbodies.
Again, like in the thread related to the Burst backend, I sadly cannot give a minimal example to reproduce. There's no specific action that seems to lead to a crash, and everything is just fine for over half an hour. The scenario is roughly the same: there are 12 Obi ropes with about 16 particles each. These are there from the beginning and always stay enabled. There are also quite some Obi rigidbodies and colliders (around ~300 seems plausible) that can interact with the ropes and are enabled and disabled in irregular intervals depending on their game states.
Now that both backends seem to be crashing for me at some point, it'd be crucial to have some kind of hint as to what may be going wrong. I'd be ready to try some debug build of libOni, maybe with debug information included, to get a more meaningful stack trace - unless you can already work with the above? The goal has to be that whatever happens, there should never be a crash to desktop, so I also wouldn't mind trying a build with manual assertions and error logging, even if that costs performance.
Many thanks in advance!
I'm also going to post in Made with Obi now that my project is public. The videos are teasers for the game, but they should give you a better idea as to what I'm even doing.
EDIT: See here, and maybe also this video, where there are many more characters in the game, which describes the crashing scenario much better.
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Obi Burst No longer working |
Posted by: netjeenpetje - 11-02-2022, 02:44 PM - Forum: Obi Fluid
- Replies (3)
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Hi,
We converted our project from SteamVR to OpenXR, and now the "Burst" method doesn't seem to be working anymore.
I found the following error:
System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.
This Exception was thrown from a job compiled with Burst, which has limited exception support. Turn off burst (Jobs -> Burst -> Enable Compilation) to inspect full exceptions & stacktraces
We still have all required packages installed.
Regards,
Davy
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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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