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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
04-07-2025, 11:29 AM
» Replies: 2
» Views: 92
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 794
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 182
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 253
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 734
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 240
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 144
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,214
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 254
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 136

 
Lengua Creating a list of all gameobjects currently in contact with ObiRope
Posted by: Faffy_Waffles - 27-10-2021, 04:47 AM - Forum: Obi Rope - Replies (1)

As the title says, I would like to be able to find all objects currently colliding with the obirope. I'm sure I could figure it out myself with a bit of time, but I'd figure I'd ask before making something that might already exist within the asset. 

Also, I just wanted to say that this asset rules, absolutely the bomb dot com 5 stars

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  New User with a Question
Posted by: Fearinhell - 25-10-2021, 04:20 PM - Forum: Obi Cloth - Replies (6)

Ok Im trying to develop a game and use obi cloth, I want to change avatar size during game play but this seems to be giving obi cloth fits.  Lets use underwear as an example when I adjust character size from 1.0 to .75 the underwear drops to thigh level and starts going through the character.  I have adjusted the blueprint of skinned cloth to work at size 1.0 but it doesnt seem to adjust after that.  Ive tried toggling the object off and on and for a split second the underwear is in place with the new size but then goes all wonky again.  Thanks in advanced.

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  Obi softbody crashes after setting inverse masses
Posted by: Jschol - 25-10-2021, 10:42 AM - Forum: Obi Softbody - Replies (2)

Hi all,






I am trying to set the inverse masses of my obi softbody however, it crashes when settting it to a non 0 value with the error:




transform.position assign attempt for 'Cluster0' is not valid. Input position is { NaN, NaN, NaN }.



UnityEngine.TransformConfundidoet_position (UnityEngine.Vector3)



Obi.ObiSoftbodySkinner:UpdateBones (Obi.ObiActor) (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:130)



Obi.ObiActor:Interpolate () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1207)



Obi.ObiSoftbody:Interpolate () (at Assets/Obi/Scripts/Softbody/Actors/ObiSoftbody.cs:289)







I am setting the inverse masses like this:

Code:
    public void setGroupInvMasses()
    {
        foreach (int index in obiParticleGroup.particleIndices)
            obiActor.solver.invMasses[obiActor.solverIndices[index]] = inverseMasses;
    }



I also call:



Code:
ObiSoftbody.UpdateParticleProperties()
after setting the inverse masses.



Is there something I miss?




I am not sure if it is relevant but, I also change some of the shape matching constraints of the body.





Kind regards,



Jasper

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  Sync cloth proxy source cloth over network
Posted by: KyleJohnOConnor - 25-10-2021, 09:47 AM - Forum: Obi Cloth - Replies (2)

Good day.

I have a high poly Obi cloth proxy that is a dense wire mesh (at about 12000 vertices) with a source cloth that is a very simple plane (at around 110 vertices).
The goal of this is to manipulate the source cloth using Obi particle attachment to place the wire mesh over a section of a wall. There's a good deal of cloth interaction with Obi colliders as well.

What I want to do is run the cloth simulation on a single central PC (called it the primary node) and have the obi cloth proxy behave exactly the same way on three other PCs (called them the secondary nodes). These secondary nodes are used for rendering different views(left, front and right); so it's very important that the cloth's positions and behavior is consistent between the secondary nodes (for an extreme example some vertices might have sunk through the wall on the left view rendering secondary node, but are fine on the front view render secondary node). 

My first plan was to try use a byte[] to sync the vertex positions of the high poly mesh on the primary node to the instances of the high poly mesh on the secondary nodes. Directly applying the Vector3[] of the mesh vertices from one mesh to another was easy for Unity. Unfortunately it is very costly to convert that same Vector3[] into a byte[] to transfer over a network, and then converting back into the Vector3[] to apply to the high poly mesh on the secondary nodes. 

So I was hoping there was a way to apply changes in vertex positions on the source cloth; unfortunately this doesn't seem possible while it's being used as part of the obi cloth system. This might work by removing all the Obi cloth system from the secondary nodes, but then the proxy would no longer work (because it needs the obi solver to function).

TLDR: I want to serialize a cloth from one PC to another so that I know for a certainty that it's visually the same.

Is there a simpler solution that I've missed perhaps? 
Any ideas or help would be greatly appreciated!

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  Multiple rendering characteristics for URP?
Posted by: Snail921 - 25-10-2021, 06:40 AM - Forum: Obi Fluid - Replies (1)

Hi,

Since the ObiRenderingFeature for URP does not have target particle renderers list which we have in ObiFluidRenderer for built in rendering pipeline, I have no idea how to set multiple fluids with different rendering characteristics in a scene at the same time.
For example, I would like to use transparent fluid and opaque fluid together as you can see in the image below.
[Image: 3zIC062.png]
Is this doable only with built in rendering pipeline? If not, let me know where I need to look into, please.

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  Extracting mesh from settled fluid
Posted by: CreepGin - 25-10-2021, 04:50 AM - Forum: Obi Fluid - Replies (6)

My goal is to extract an iso-surface from a resulting fluid simulation. Does Obi Fluid provide any kind of mesh extraction out-of-the-box?

If not, what are the options for me going forward? Do I need to build a SDF of the ellipsoids from scratch?

Thanks for the help!

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Bombilla Colorless liquid particles (URP).
Posted by: Volchok - 24-10-2021, 01:04 PM - Forum: Obi Fluid - Replies (16)

Hello!

3 days ago I sent you an email to support@virtualmethodstudio.com , but received no response. Perhaps my email got into your spam folder.
The mail was sent from the mailbox that is specified here during registration.

I duplicate it here:

***************

2 days ago I purchased your Obi Fluid.

https://assetstore.unity.com/packages/tools/physics/obi-fluid-63067
 
1. Created a new URP Unity Projct in HUB in version 2021.1.25f1.


2. When importing your asset, there was a window 
I pressed «Yes, for these and other files that mught be found».

[Image: Script-Updating-Consent.png]
 
3. Installed and configured URP as you show in the video:
[color=var(--ytd-video-primary-info-renderer-title-color, var(--yt-spec-text-primary))]Obi Fluid - Fluid rendering in URP
https://youtu.be/k5Uv5ecjVM0
 
4. When starting the Fluid Viscosity scene, there is no liquid, but there are such messages in the console:
 
[Image: Obi-Fluid-Install-Error.png]
[/color]

[Image: URP-Renderer.png]

[Image: URP-Asset.png]


[Image: URP-Renderer-Version.png]
 
How do I fix this error and see the fluid in my URP project?
What am I doing wrong?
 
Thanks!



***************

1. Today I entered the project - the error disappeared.  Indeciso

[Image: Obi-Fluid-Install-Error-Disappeared.png]
 


2. When I set the Render checkbox in Emitter-->ObiParticleRenderer everything worked, but for unknown reason the color of the liquid is always black.  Huh

[Image: Set-Render.png]

How do I change it so that everything works as it should?
[color=var(--ytd-video-primary-info-renderer-title-color, var(--yt-spec-text-primary))]Obi Fluid - Fluid rendering in URP[/color]
https://youtu.be/k5Uv5ecjVM0


→ Video:



 
Thanks!

***************

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  Optimizing Performance With Multiple Softbodies
Posted by: relevantname - 22-10-2021, 07:44 PM - Forum: Obi Softbody - Replies (2)

Hi,

I want to have min. 60-70 softbodies in my scene(Little softbody cubes), bu performance issues arise when there are more than 20 softbodies in the scene(FPS dropping to 2-4). Each softbody has 8 particles and ObiSolver's substep amount is 2. 
I tried to solve this problem with these solutions;

- I created an Obi Solver for each of my objects. And I unchecked the box 'Simulate When Invisible', but no luck, fps still drops.
- I attached a script that checks the distance between player and softbody to enable(when the player is in range) or disable(when the player outside of the range) the ObiSoftbody component. 
This approach worked very well but most of the times softbodies didn't behave correctly to player's actions or there are lots of position mistakes(weird teleportations) happened.
- I attached a script that checks if the softbody is visible to camera or not, and enable or disable the ObiSoftbody component. (Not surprisingly, I got the same result as solution above)

Are there any solid solution for this kind of case, or am I doing something wrong with applying these solutions? 

P.S: In solutions 2 and 3, I also tried to AddActor and RemoveActor methods, not only enabling or disabling the ObiSoftbody component.
P.S 2: I'm using Burst mode. (I also tried to switch Obi mode)
P.S 3: I'm not checking collisions on particles. 

Thank you.

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  Particle size different between faucet example scene and my scene
Posted by: cdauphin - 22-10-2021, 10:42 AM - Forum: Obi Fluid - Replies (2)

Hello !

As the title says, I am facing an issue where the fluid particle size is different between the faucet example scene and my scene.

In my scene, particle are way bigger (like ten times bigger). Solver, emitter and particle renderer components have the exact same value between the two scenes. Emitters uses the same blueprint.

Does someone knows what could cause this ?

Thanks.

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  Performance again
Posted by: lacasrac - 22-10-2021, 10:34 AM - Forum: Obi Rope - Replies (1)

In debug mode I get a massive 17 FPS in fullscreen when I use 5 solvers/1 rope/chain with 8 subsets
So basically I have 5 solvers with 3 chains and 2 ropes

Is it normal?

Jobs/Leak detection is off
Burst-> Enable compilation on, Synchronous compilation on, others off
Jobsdebugger off

Any other thing that I can do to increase the FPS?

One more question:

If I have 5 solvers with 1 ropes -> basically 5 ropes with 5 solvers invidiudally that is good or bad for performance?
It will be better 1 solvers with 5 ropes?

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