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Forum: Obi Softbody
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Scripting rod forces
Forum: Obi Rope
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Burst error causing crash...
Forum: Obi Rope
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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How to Shorten or Scale t...
Forum: Obi Rope
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The Limitation of Using O...
Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
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Having an issue with obi ...
Forum: Obi Rope
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Non-uniform particle dist...
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  Using Fluid in VR (HTC vive)
Posted by: curryrice - 02-12-2021, 02:09 PM - Forum: Obi Fluid - Replies (25)

Hello.

I want to use unity to display a liquid on the screen in VR (HTC vive), but it does not show up.
It shows up fine in a scene without VR.
Do I need some special settings?
I don't know the cause of this problem, so please let me know.

Obi Fluid Version : 6.3
unity Version : 2020.3.16f1


Thank you.

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  Using Obi Cloth On M1 Mac
Posted by: oayhan - 02-12-2021, 11:03 AM - Forum: Obi Cloth - Replies (8)

We have recently upgraded our developer machines to Macbook Pro with the M1 (Apple Silicon) processor and want to upgrade to a newer version of Unity that runs natively on it (2021.2.3f1 Apple Silicon version). But when I tried to run the game on that version, I get the error:

DllNotFoundException: libOni assembly:<unknown assembly> type:<unknown type> memberTristenull)

I've tried upgrading to most recent version of Obi Cloth but still couldn't find a dll in it that supported Apple Silicon. Am I missing something or have you not released a version for M1 yet?

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  Null Ref error for some of 6.3 demos
Posted by: Snail921 - 02-12-2021, 05:22 AM - Forum: General - Replies (6)

Hi.
I keep getting null ref errors from some of 6.3 demos. Right after importing the assets, they seemed to work but now I am receiving errors in some scenes and cannot run them properly. (Can play scenes but nothing rendered.)
The error I get is as below:

Quote:NullReferenceException: Object reference not set to an instance of an object
Obi.ObiParticleRenderer.get_ParticleMeshes () (at Assets/Obi/Scripts/Common/Rendering/ObiParticleRenderer.cs:27)
Obi.FluidRenderingUtils.VolumeReconstruction (UnityEngine.Rendering.CommandBuffer cmd, Obi.FluidRenderingUtils+FluidRenderTargets renderTargets, UnityEngine.Material thickness_Material, UnityEngine.Material colorMaterial, Obi.ObiParticleRenderer[] renderers) (at Assets/Obi/Scripts/Fluid/Rendering/FluidRenderingUtils.cs:137)
Obi.ThicknessBufferPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs:131)
UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/ScriptableRenderer.cs:732)
UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/ScriptableRenderer.cs:706)
UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/ScriptableRenderer.cs:561)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalRenderPipeline.cs:391)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalRenderPipeline.cs:301)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalRenderPipeline.cs:256)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <f7f0a900fdf94a2a9316bb3d4c5aa3e8>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <f7f0a900fdf94a2a9316bb3d4c5aa3e8>:0)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr, Boolean&)
I confirmed all fluid demo still work without issue.

Do you have any idea what is causing this?

Unity 2021.1.18f1 URP
Obi 6.3

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  optimizing moving colliders
Posted by: burspa - 01-12-2021, 02:52 AM - Forum: Obi Rope - Replies (1)

Hi,

I have a rope that interacts with a lot of moving obi colliders that make up a human. 
The profilers seems to show quite a high cost to moving all the colliders as needed.
Any tips for increasing performance on moving colliders?

Cheers

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Pregunta Mobile optimization suggestions
Posted by: greyhawk - 30-11-2021, 12:30 PM - Forum: Obi Rope - Replies (1)

I have 3 ropes like in Tangle master. There are optimization problems on mobile when using these ropes. What would you suggest I do to make it work better and more efficiently?

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  Obi rope cutting not accurate
Posted by: debruw - 30-11-2021, 12:07 PM - Forum: Obi Rope - Replies (10)

Hello i am using default rope cutting script. But my rope is not cutting where it appear on the screen. 

   

When i try to cut on blue area it doesnt work. But when i try to cut on red area it cuts off the rope in blue area.

i will be glad if someone help me.

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  Surface Collisions?
Posted by: MattS - 28-11-2021, 03:31 PM - Forum: Obi Softbody - Replies (6)

Hello!

What was the status of surface collisions for softbodies? If they're not supported yet, is the plan still to support them and and so what's the timeline? 

I think these could be a game changer for me as I find small (radius ~0.5m) softbodies intersecting larger ones (radius ~2m) at moderate speeds and I can't add enough particles in a performant way to stop this.

Thanks for your time!

Matt

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  Sample scene FBVS error: Unsupported conversion of vertex data
Posted by: xxxh123 - 27-11-2021, 04:28 PM - Forum: Obi Softbody - Replies (9)

Hi,

I just load the sample FullBodyVolumetricSoftBody, and hit the play button, but it shows: 

Unsupported conversion of vertex data (format 0 to 4, dimensions 4 to 4)
UnityEngine.Mesh:SetBoneWeights (Unity.Collections.NativeArray`1<byte>,Unity.Collections.NativeArray`1<UnityEngine.BoneWeight1>)


OS:win10
Unity ver:2020.3 lts
Burst:1.5.6
Collections: 1.0.0-pre.6
Jobs: 0.11.0-preview.6

Please help!
Thanks!

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Pregunta Check ropes touching each other
Posted by: greyhawk - 27-11-2021, 02:20 PM - Forum: Obi Rope - Replies (7)

How can I check if two or more ropes are touching each other? As a result of this contact, there will be a flexibility exchange that I want to do.

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  Is it possible to cause depression in surface of a softbody by pressing down on it?
Posted by: benro - 26-11-2021, 10:04 PM - Forum: Obi Softbody - Replies (7)

I created a cube (with default blueprint settings) and tried pressing down on the top of it with an Obi collider, but was not able to effect much change in it's surface. I tried adding in volume sampling, and playing with the shape matching constraints, but nothing seemed to make a difference.

Before I invest too much time trying to figure it out on my own, I just wanted to check to see if this is even possible? The effect I am going for is sort of like this.

I watched the tutorial videos and looked at the manual but was not able to find this addressed anywhere.

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