Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
Today, 05:32 AM
» Replies: 0
» Views: 61
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 2,558
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 167
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 420
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 671
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 762
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 506
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 480
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 974
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 825
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Which type of CPU is ideal? |
Posted by: locque - 26-01-2022, 01:58 PM - Forum: Obi Fluid
- Replies (1)
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I'm investing into a second machine to run my project on, and I'm not sure what CPU to get.
Does Obi Fluid scale well with a huge amount of cores/threads, or is single-core performance more important? I'd prefer to go with AMD unless there is some kind of huge benefit to choosing Intel.
As en example, how much better would 24 cores perform compared to 12 cores of similar speed?
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Multiplayer ready? |
Posted by: Rexima - 26-01-2022, 08:17 AM - Forum: Obi Softbody
- Replies (2)
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Hello,
i`m interested into this softbody asset and i want to ask if it's possible to synchronize the softbody over the network?
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ObiClothBlueprint generate coroutine returning a null value error. |
Posted by: MoonBoop - 26-01-2022, 12:38 AM - Forum: Obi Cloth
- Replies (1)
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Im trying to generate an array of blue prints with obi cloth and im running into a problem where the obi cloth coroutine to generate a garment is returning a null value error.
// generate blueprint:
ObiClothBlueprint[] blueprints = new ObiClothBlueprint[meshData.Length];
for(int i = 0; i < blueprints.Length; i++)
{
blueprints[i] = ScriptableObject.CreateInstance<ObiClothBlueprint>();
blueprints[i].inputMesh = meshData[i].GenerateMesh();
//Debug.Log(blueprints[i].inputMesh.vertexCount);
yield return StartCoroutine(blueprints[i].Generate());
}
I know the input mesh being provided is not null, so im confused as to what is happening.
any help would be much appreciated.
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Any plans to support Configurable Enter Play Mode? |
Posted by: goldfire - 24-01-2022, 09:43 PM - Forum: Obi Rope
- Replies (2)
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I see in the FAQ that it says this isn't supported due to it being experimental in Unity 2020, but Unity 2021 is no longer beta and this feature is no longer experimental as far as I can tell. For larger projects, the engine is basically not usable for serious editing without this feature, and thus Obi Rope is not really usable either if it requires us to turn this off (going from a few seconds to a few minutes to enter play mode).
We've got 30+ tools in our project from the asset store and this is the only one that still doesn't have support for this. Would love to know if there are any plans to fix that any time soon.
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Dll not found exception |
Posted by: turnercore - 24-01-2022, 08:58 PM - Forum: Obi Rope
- Replies (2)
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Trying to install Obi Rope for the first time, created a new project in Unity 2021.2.7f1, using MacOS, and I'm getting a bunch of errors when I install, and once I restart Unity I get 4 dll not found exception errors (and also the demo scenes don't work). I may well be doing something wrong on the install, but I have no idea what to try. Any help with this?
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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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