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Solver is too performance...
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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)

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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  Stitch Rope and Cloth
Posted by: bubbbles - 21-01-2022, 06:15 AM - Forum: Obi Cloth - Replies (3)

Hello,

I am trying to use ObiStitcher to join a Rope and Cloth together. When I join two cloth softbodies it works as expected (see video)

https://drive.google.com/file/d/13UmvQ7Q...sp=sharing (setup)
https://drive.google.com/file/d/1H-3ShrF...sp=sharing (video)

But when I try to stitch a Rope and Cloth it seems that the stitch happens with the ground for some reason.

https://drive.google.com/file/d/1LAt1LaY...sp=sharing (setup)
https://drive.google.com/file/d/1iP3iU5n...sp=sharing (video)

I can't figure out what I am missing. Can someone please help.

Thanks

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  Does Obi Cloth works with DOTS PhysicsBody?
Posted by: cycle6 - 20-01-2022, 12:17 AM - Forum: Obi Cloth - Replies (2)

Hi, a quick question. From what I understand that Obi Cloth implemented its own version of ECS/DOTS in some way. And ou're not using Unity ECS. Correct me if I'm wrong?
And when creating an Obi RigidBody on an object, it requires an Unity RigidBody on the object as well.
So my question is, if I wanna convert my project into DOTS and I wanna use DOTS PhysicsBody instead of old RigidBody. I guess that won't work with Obi cloth?

Please advice thx Gran sonrisa

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  Jumping back into Obi 6.3
Posted by: DeliciousOrange - 18-01-2022, 09:11 PM - Forum: Obi Softbody - Replies (1)

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)

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)

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)

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)

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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Bug Problems with fluid rendering on mobile devices
Posted by: bozdo - 16-01-2022, 02:30 PM - Forum: Obi Fluid - Replies (1)

Hello there
Im trying to make a mobile game using using Obi Fluid, but I ran into some problems. First of all I tried fluid in project with built-in RP. I opened FluidMill scene made some changes to fluid so it looks more like oil. And i noticed that fluid looks different on my android and in editor. Specifically where are no reflections on android (look at screenshots for comparison).
               
I tried changing many things but without any success. Also tried to build example scenes without changing anything in Fluid Renderer but still no reflections on android. 
So I decide to try URP. I made a simple project from unity's URP template project. Import obi fluid, convert built-in materials, added fluid renderer feature, and example scenes started working as intended in editor. But on Android fluid isn't rendering at all. Clearly particles are emitting because I can see mill spinning. Also tried to build on iOS and same result here - fluid isn't rendering.
         

Im using MacBook Pro m1 max
Unity 2021.2.6f1 apple silicon
Android 11 - Pixel 3
iOS 15.1.1 - iPhone 13 pro
Backend - burst
Obi fluid version 6.3

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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)

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]

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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