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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
Forum: Obi Rope
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
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24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
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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
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  Liquid is rendered on top of other objects on iOS
Posted by: AlexBo - 10-12-2021, 03:09 PM - Forum: Obi Fluid - Replies (10)

Hello,

I have this issue when liquid is rendered on top of other objects on iOS. Everything looks fine in editor. I use Unity 2021.2.5. Please help, there is a video in the attachment.

Alex


Here is the video

One more



Attached Files
.gif   demo.gif (Size: 798.39 KB / Downloads: 39)
.gif   demo2.gif (Size: 966.24 KB / Downloads: 38)
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  problem generating softbody blueprint
Posted by: gesila77 - 10-12-2021, 01:23 AM - Forum: Obi Softbody - Replies (1)

hi, i duplicate the 'plasticsheet' bludeprint and tap generate on the new blueprint. The result is not the same as original one. how can i fix this?



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Pregunta Practical question about partial skeleton mesh softbody
Posted by: obitester - 09-12-2021, 03:31 PM - Forum: Obi Softbody - Replies (1)

Is there anyway we can simulate some vertices of skeleton mesh while keep the vertices that we don't want simulate just follow the skeleton animation instead of following just one target bone by using ObiParticleAttachment?

I've tried delete unwanted particles and change the related property, e.g max deformation distance nothing satisfactory so far

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  Obi Collider Not Working
Posted by: tpaslou - 08-12-2021, 01:32 PM - Forum: Obi Rope - Replies (3)

Although I am familiar with obi rope I am not able to find what is going wrong with my colliders. As you can see the rope passes through the collider



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  Avoid Interpenetrations
Posted by: l1samt0 - 08-12-2021, 11:59 AM - Forum: Obi Softbody - Replies (2)

Hi there, 

new User here! I'm currently working on my Bachelorthesis on Pseudo Haptics in VR where I use a 3D-printed proxy to simulate the squeezing of a Obi Softbody. 
Therefore, I use handtracking with spheres attached to the fingertips which contain Obi Colliders to be able to squeeze the softbody. 

I am still tweaking some parameters and I've gone through the Obi documentation, and I hope this question isn't too specific, but I am encountering the problem of my spheres on the fingertips going through the softbody at some point, which will break the illusion that I'm trying to evoke. 
Does anyone know how, or, where to fix this (Blueprint, Obi Solver, Obi Collider, ...)? 

I'm still new to Unity as well, and only worked with it a few times before this thesis. 
I have attached some pictures, please let me know, if you need any more information about my settings. For some reason when i preview this post, I can't seem to find the pictures, I hope this changes when I post.

Thanks in advance, have a good day everyone!

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  This mesh does not work as an Obi Collider
Posted by: CBGames03 - 06-12-2021, 03:21 PM - Forum: Obi Fluid - Replies (1)

Hi,

I'm trying to have this container hold some liquid using ObiFluid. For some reason, this mesh (shown in photo) does not work colliding with liquid. However, other similar meshes assigned to the mesh collider DO work. 

I could just use the other similar meshes however they don't look as realistic holding the fluid as they technically don't really fit the object. Is the mesh I want to use too thin or something?

[Image: YRcBy_cGwNvowl_Wtqs9zvXoXLHpFbDRaeAoZo5H...20-h937-rw]

Thanks.

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  Softbody Raycast Scene Error
Posted by: victorkin11 - 06-12-2021, 10:13 AM - Forum: Obi Softbody - Replies (2)

Obi softbody 6.3
Unity 2020.3.6f1
Collections package 1.0.0-pre.6
(job, burst, math .. etc)


InvalidOperationException: The previously scheduled job DequeueIntoArrayJob`1 writes to the Unity.Collections.NativeQueue`1[Obi.BurstQueryResult] DequeueIntoArrayJob`1.InputQueue. You must call JobHandle.Complete() on the job DequeueIntoArrayJob`1, before you can read from the Unity.Collections.NativeQueue`1[Obi.BurstQueryResult] safely.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrowNoEarlyOut (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <c7864a0eaeb24b2a999fb177623d54b4>:0)
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <c7864a0eaeb24b2a999fb177623d54b4>:0)
Unity.Collections.NativeQueue`1[T].CheckRead () (at Library/PackageCache/com.unity.collections@1.0.0-pre.6/Unity.Collections/NativeQueue.cs:626)
Unity.Collections.NativeQueue`1[T].get_Count () (at Library/PackageCache/com.unity.collections@1.0.0-pre.6/Unity.Collections/NativeQueue.cs:353)
Obi.BurstSolverImpl.SpatialQuery (Obi.ObiNativeQueryShapeList shapes, Obi.ObiNativeAffineTransformList transforms, Obi.ObiNativeQueryResultList results) (at Assets/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:929)
Obi.ObiSolver.Raycast (System.Collections.Generic.List`1[T] rays, System.Int32 filter, System.Single maxDistance, System.Single rayThickness) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1764)
SoftbodyRaycasts.Update () (at Assets/Obi/Samples/Softbody/SampleResources/Scripts/SoftbodyRaycasts.cs:26)

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  How to set amount of fluid to be emitted?
Posted by: CBGames03 - 06-12-2021, 01:46 AM - Forum: Obi Fluid - Replies (1)

Hi,

Awesome asset, definitely worth the purchase. However I can't for the life of me find out the parameter that sets how much liquid is emitted (right now it's emitting too much)

Any help would be greatly appreciated.

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  Mesh Flies away on Simulation
Posted by: Biggerest - 05-12-2021, 07:48 PM - Forum: Obi Cloth - Replies (3)

Hi,

I am currently making a simple mesh work with the cloth simulation using custom meshes made through unity. The mesh I am currently using is extremely simple of two rectangles that are stitched together using Obistitcher. The problem I am having however is  that the mesh flies away immediately after I start simulating (I am also using a custom obiupdater to handle the simulation) and I am not sure what is causing this. 

Here is the example of whats occuring https://youtu.be/xJC8gUavDDA


Custom ObiUpdater 

Code:
private void Awake()
        {
            _currentSimulationTime = 0;


            if (solvers == null)
                solvers.Add(gameObject.GetComponent<ObiSolver>());
           
        }

        [ContextMenu("Toggle Simulation")]
        public void ToggleSimulate() => isSimulating = !isSimulating;

        private void FixedUpdate()
        {
            if (!isSimulating)
                return;
           
            if (_currentSimulationTime >= _simulateTime)
            {
                isSimulating = false;
                return;
            }
           
            BeginStep(Time.fixedDeltaTime);

            float substepDelta = Time.fixedDeltaTime / _substeps;

            for (int i = 0; i < _substeps; ++i)
                Substep(Time.fixedDeltaTime,substepDelta,_substeps - i);
           
            EndStep(substepDelta);


            Interpolate(2, 100);
            _currentSimulationTime += Time.fixedDeltaTime;
        }

        private void Update()
        {
            if (!isSimulating)
            {
                if (_currentSimulationTime >= _simulateTime)
                {
                    _currentSimulationTime = 0f;
                    gameObject.GetComponent<MeshController>().BakeMesh();
                }
                
                return;
            }
           
            if (_currentSimulationTime >= _simulateTime)
            {
                isSimulating = false;
                return;
            }
           
            ObiProfiler.EnableProfiler();
            Interpolate(Time.fixedDeltaTime,_currentSimulationTime);
            ObiProfiler.DisableProfiler();

            _currentSimulationTime += Time.deltaTime;

        }
       
    }

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  Runtime Rope Generation
Posted by: mnholbart - 04-12-2021, 09:54 AM - Forum: Obi Rope - Replies (3)

First off this all works fine if generated in editor beforehand. If I create a rope and hit play it works just fine with my procedurally generated Obi Colliders.

However if I generate my rope at runtime there seems to be no recognition of the Obi Colliders.

The way I have generated the ropes is basically like so, I pretty much copied the documentation from the website. What am I missing to get them to partake in the physics system?

Code:
    var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
    blueprint.path.Clear();
    //for each point in the navmesh path generated
    blueprint.path.AddControlPoint(relativePosition, pointHandleIn, pointHandleOut, pointNormal, .1f, .1f, 1, 1, Color.white, i.ToString());
    
    blueprint.path.FlushEvents();
    blueprint.GenerateImmediate();
    var ropeRenderer = connectedWire.GetComponent<ObiRopeExtrudedRenderer>();
    var rope = g.GetComponent<ObiRope>();
    ropeRenderer.section = Resources.Load<ObiRopeSection>("DefaultRopeSection");
    rope.ropeBlueprint = ScriptableObject.Instantiate(blueprint);
    rope.transform.SetParent(solverParent.transform, true);

Thanks

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