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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 383
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,197
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,517
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Burst backend produces array out of range errors |
Posted by: locque - 21-01-2022, 07:36 PM - Forum: Obi Fluid
- Replies (10)
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Code: System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.
The Oni backend works just fine, but I can't get Burst to work at all. It just keeps throwing this error, framerate is chugging at a few frames and no fluid is getting rendered. I've tested in pretty much all of the sample scenes, it's the exact same problem in all of them.
I followed the setup and backends manual pages exactly. I installed the jobs, burst, collections, and mathematics package. Then I checked that burst compilation was enabled, and disabled safety checks, leak detection, and the jobs debugger. I also tried switching synchronous compilation on and off, to no effect.
Here's some proof: https://imgur.com/a/N8D4VBR
What's going on?
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Jumping back into Obi 6.3 |
Posted by: DeliciousOrange - 18-01-2022, 09:11 PM - Forum: Obi Softbody
- Replies (1)
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I've long wanted to actually use Obi for my games, however I've never been able to get it functioning properly. I gave up on using it years ago, but decided to give it another shot with a small gamejam project I recently did.
Suffice to say, my experiments so far haven't been good.
After going over the youtube tutorials, they were all outdated and following them resulted in Obi Softbody not working in my project.
I went through the documentation and learned a few things. Tried following the online documentation:
- Obi Solver and Obi Updater as a parent of the soft body.
- Obi Solver added to the Updater's Solver list.
- Obi Softbody applied to the mesh. Blueprint and Collision materials added.
- Initially tried using an Obi Softbody Skinner, but when that didn't work I decided to simplify the softbody into it's own mesh without any bones, just using a sphere as a test object instead.
- Blueprint made for the mesh using the built in blueprint generator. Blueprint appears to be working correctly, even though the particle display seems to have a bugged material.
The Obi Solver can't use Oni in the URP, so I switched it to Burst, which threw an error saying it needed "Mathematics, Collections, Jobs, and Burst packages". I thought those were all included in Unity, but just to be sure I went through and installed those packages via the package manager where able (Burst) and then when that didn't work I manually installed the remaining packages via github.
All told I've spent 4 days going through documentation, trying and retrying, experimenting with different settings, different updaters, and so far the best I've managed to do is cause the mesh to occasionally disappear into the void. Obi has never thrown any errors on any of my attempts.
I'm out of ideas for what else to do to try and figure out what I'm not doing right. I've tried looking at the sample scenes, but none of them are functional, they just throw critical errors on play and then freeze. Are there better resources online for how to get Obi up and running?
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precise positioning of control points |
Posted by: UglyMug - 17-01-2022, 01:13 PM - Forum: Obi Rope
- Replies (2)
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Hi,
Is there any way that I can precisely enter the world/local co-ordinates of the control points rather than rely on 'by eye' using the gizmos?
Each CP has a reference in the blueprint but it doesn't seem that the co-ordinates are exposed.
cheers
Ian
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Making the first part of a rope rigid.... |
Posted by: UglyMug - 17-01-2022, 12:02 PM - Forum: Obi Rope
- Replies (2)
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Hi all,
I'm fairly new to Obi Rope and I'm struggling with something that I hope someone has come across before.
I have my rope (which is actually an electrical cable) and the end control point is attached to a mesh of a 'plug'. The end control point is just inside the plug mesh, and everything works, when I move the plug the cable is dragged with it. However the cable rotates at the end point which clearly doesn't look natural.
What I need to do is have the first part of the cable, say 5cm (in a real world example), that sticks out from the back of the plug which is completely rigid (and follows the same orientation of the plug mesh). Then I would need the cable to bend after that 5cm.
I'm assuming that I need to create a second control point 5cm along the cable. I have experimented with attaching both these points to the plug mesh (Obi Particle Attachment) but I cant seem to get it to work. Am I on the right lines?
I have added an image as a file attachment in the hopes of making my poor explanation clearer.
cheers and thanks in advance
Ian
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Multiple obi solvers |
Posted by: lufydad - 17-01-2022, 10:42 AM - Forum: Obi Rope
- Replies (13)
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I have a scene with multiple obi solvers, and it make my scene run at 2 fps, with just 3 ropes by obi solver.
When I move the obi rope in a single obi solver and disable all obi solvers I get acceptable performance (30 fps). (ie. https://imgur.com/a/eCAepal)
In the documentation it's written "They can be added to any GameObject in your scene and there can be more than one solver working simultaneously in the same scene.". But does this mean that each solver added will have a great impact on performances ?
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Colliders for Rope or Rod |
Posted by: heartingNinja - 16-01-2022, 06:43 PM - Forum: Obi Rope
- Replies (1)
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I am trying to create a hose for a firefighting game. Need to take it into different rooms without the rope going through the wall. It seems to work on floors. I have tried rope and rod. Adding lots of CPs in the Path editor. Using surface-based collision. It seem to work ok with close objects. One problem was wrapping it around something, like a tree. Another problem is when I get too far away from starting location the hose will often go through walls. It will go through the hall wall when I go into a room instead of sticking to the wall and following me into the room. Only will have one hose per scene and a high end PC. Any ideas on how to keep the hose from going through objects would help a lot.
Also should I use Rod or Rope? It is a VR game and physics matters, so need the hose to be stiff and heavy. Rod seems to be working better. But I am new to this asset and not sure what I should use.
Thanks
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Obi Rope How To Get Any Position From Rope |
Posted by: NorkQ - 16-01-2022, 12:11 AM - Forum: Obi Rope
- Replies (6)
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Hi,
I have an object like cube and I want to cube follow the rope in real time. The rope is stretching, sagging etc. but cube should be follow given point in rope every time.
![[Image: ndqt5li.png]](https://i.hizliresim.com/ndqt5li.png)
An example code to explain what I think:
Code: float length = obiRope.CalculateLength();
Vector3 targetPosition = obiRope.GetPositionFromFloat(length / 2);
cube.transform.position = targetPosition;
I hope I could explain.
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