Latest Threads |
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 99
|
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 372
|
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 515
|
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,221
|
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 341
|
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 429
|
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,181
|
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 410
|
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 241
|
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,463
|
|
|
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!
|
|
|
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)
|
|
|
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.
|
|
|
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;
}
}
|
|
|
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
|
|
|
|