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Stretching verts uniforml...
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Scripting rod forces
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Burst error causing crash...
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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...
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The Limitation of Using O...
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Bug Where a Straight Segm...
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Having an issue with obi ...
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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)
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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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Null Ref error for some of 6.3 demos |
Posted by: Snail921 - 02-12-2021, 05:22 AM - Forum: General
- Replies (6)
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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.GUIUtility rocessEvent(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)
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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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Surface Collisions? |
Posted by: MattS - 28-11-2021, 03:31 PM - Forum: Obi Softbody
- Replies (6)
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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)
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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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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)
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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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