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Burst error causing crash...
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Looks nice on editor but ...
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Issue with Grasping ObiRope Using Two ToolsGood morning, I’m encountering a strange |
Posted by: alicecatalano - 10-12-2024, 10:45 AM - Forum: Obi Rope
- Replies (5)
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Good morning,
I’m encountering a strange issue with grasping a closed-loop ObiRope using two tools. My goal is to grasp different points on the rope with each tool, without using constraints.
The Problem: - If I grasp the rope with the left tool first and then with the right tool, everything works as expected. Both tools hold their grasping points correctly.
- However, if I grasp the rope with the right tool first and then with the left tool, the following happens:
- The right tool keeps its constraint but the grasped particle shifts to a position far away from the intended grasping point, while still visually connected to the tip of the tool.
- The rope responds to tool movements but maintains this unnatural offset for the right tool.
- The issue only happens when the right tool is the second to grasp, and it occurs inconsistently.
I’ve attached an image showing the situation. The rope becomes distorted, with the grasped particle connected incorrectly.
What I’ve Tried:- Confirming the attachments are created dynamically at runtime without pre-existing constraints.
- Checking that particle indices are updated correctly during grasping.
- Ensuring the tools have unique attachment components.
Image Explanation:
In the attached image:- The left tool is holding the rope correctly.
- The right tool exhibits the described offset issue when grasping second.
Question: Why does this behavior occur when the right tool is the second one to grasp? Could this be a bug in ObiRope's particle attachment system, or am I missing something in the setup?
Thank you for any insights or suggestions!
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Barrier belt - changing length and moving anchors |
Posted by: IceTrooper - 09-12-2024, 11:22 PM - Forum: Obi Rope
- Replies (1)
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Hey, I would like to, in my VR app, make a barrier belt, like in cinemas at the box office or airports to cordon off aisles.
![[Image: AIG2730470.jpg]](https://www.manutan.pl/img/S/GRP/ST/AIG2730470.jpg)
This is my script that I made along the lines of a similar script I found in examples (grapling hook) (I cannot post it in the message because of error)
https://pastebin.com/sC54e9fh
I noticed three main problems:
1. A visual bug, as if the UV scale increases indefinitely. I have no idea what this could be. (video in attachments)
![[Image: 2tIK7eT.png]](https://i.imgur.com/2tIK7eT.png)
![[Image: PxpYDYM.png]](https://i.imgur.com/PxpYDYM.png)
![[Image: HmqTk1Q.png]](https://i.imgur.com/HmqTk1Q.png)
![[Image: eW9CFzY.png]](https://i.imgur.com/eW9CFzY.png)
2. Particles are not forming where the Rope length has been increased. You can see better in the screenshot what I mean.
![[Image: U0eUoRo.png]](https://i.imgur.com/U0eUoRo.png)
3. When I move an object quickly in the editor, the Obi Particle Attachment doesn't seem to keep up. Does this problem only occur in the editor? Is there any way to improve it? (video in attachments)
![[Image: kDJeZq4.png]](https://i.imgur.com/kDJeZq4.png)
4. When I select the ‘Roll-Out Rope’ object on the hierarchy then I get a spam on the console:
Code: Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation (UnityEngine.Vector3)
Obi.ObiRopeCursorEditor:DrawGizmos (Obi.ObiRopeCursor,UnityEditor.GizmoType) (at Assets/Obi/Editor/RopeAndRod/ObiRopeCursorEditor.cs:91)
UnityEngine.GUIUtility:ProcessEvent(int,intptr,bool&).
I need help with these problems described above. Maybe this can be written better using other APIs, if so I would welcome comments.
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Move + attach particle sometimes is offset from the intended move position |
Posted by: ShawnF - 05-12-2024, 07:28 PM - Forum: Obi Rope
- Replies (2)
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Hi,
In my game, you can jump on and swing from ropes. When your rope grab collider hits a particle on the rope, I move that particle to a specific position and then create an attachment (triggered when the rope grab collider hits any particle on the rope):
Code: // Move the collided particle to the char's hand pos
Vector3 relativePlayerPos = attachedRopeChar.attachTransform.position - solver.transform.position;
solver.positions.SetVector3(particleIndex, relativePlayerPos);
// Create a new attachment and set it to be attached to the character's hand
attachment = obiRope.gameObject.AddComponent<ObiParticleAttachment>();
attachment.target = attachedRopeChar.attachTransform;
This USUALLY works, but about 1/4 of the time there's a small offset between the attach point and the location it was supposed to move to. This seems to happen no matter when I move the particle to the hand, even if it's every frame. Here's a video of the normal correct functionality and also how it looks when it's offset:
https://youtu.be/somDPpYDT6o
I haven't figured out a repro for the issue. Strangely, it seems like on a given playthrough, it either works perfectly every time OR it's offset every time for that entire playthrough. It will randomly then be working or not working again on the next playthrough. This makes me think that there's something about the random starting conditions of the game that's causing it - maybe some Obi's LateFixedUpdate somehow gets out of sync with the timing of the game?
Some other info that might help:
- Obi version 6.5.4
- I'm using Fixed Late Updater with 4 substeps
- Initial attachment is triggered by Solver_OnCollision
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Disabling solver with 7.0.3 |
Posted by: aderae - 03-12-2024, 07:23 PM - Forum: Obi Rope
- Replies (2)
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Hello,
I recently upgraded from V6 to V7.0.3. I have a world where there can be a lot of ropes around but if player is not engaging with them they are mostly static and standing there. Even though they are not doing anything visibly they were consuming a lot of resources and costing me lots of FPS. In v6 I had a system, if a rope is players out of range I just removed the ropes solver from the ObiFixedSolver list and it was being perfectly rendered, stayed in the world but just didn't do any calculations until player gets close to the rope. This approach saved me a lot of FPS.
Now after 7.0.3 upgrade since ObiFixedSolver is no more, I don't have any way to do this. I can manually disable ropes Obi Solver but now it is completely removed from the world and no longer rendered if I do that. Do I have any way to turn the simulation off for a specific rope while keeping it rendered in the world?
Thanks in advance.
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Rope moving in runtime |
Posted by: Apoll0 - 02-12-2024, 02:46 PM - Forum: Obi Rope
- Replies (5)
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Hello!
I have a Rope with two static attachments on it's endings.
I need to periodically show this rope in different places of the scene, between different objects in space.
I use only one rope, simply turning it and it's attachments off and on when needed (by gameobject.setActive). The problem is that if you turn it on, pause for half a second, for example, and then move the attachments to the desired positions, then everything is ok, rope moves there it should be (with wild stretching, but ok).
But if you turn it on and immediately give the attachments new positions, then the rope don't moves from its place.
What is the best way to move the attachments (these are ordinary empty Transforms) so that the rope immediately moves to the desired place and stays there until the next turn off?
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Is it possible to tween between softbody and fluid? |
Posted by: bobby - 01-12-2024, 10:06 PM - Forum: Obi Softbody
- Replies (1)
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Is there any property that can be tweaked to make softbody behave more/less like a fluid?
I would like the ability for a substance to become jelly-like or liquid-like or somewhere in between at runtime.
Also, is it possible for 2 softbodies to merge together when they get close to each other?
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Baking a rope is causing unity crashes (unity 6.0.29f) |
Posted by: gnovos - 01-12-2024, 11:31 AM - Forum: Obi Rope
- Replies (6)
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I'm either doing something completely wrong, or else running into a editor-crashing bug.
Let me start by stating my goal in case I'm completely barking up the wrong tree. What I want is to have an ObiRope swing for a few seconds, then freeze it into place and then use it as just a standard mesh from that point on. The way I'm trying to solve this is code like this:
Code: public void BakeRope()
{
if (ToBake.actor.isLoaded)
{
var system = ToBake.actor.solver.GetRenderSystem<ObiRopeExtrudedRenderer>() as ObiExtrudedRopeRenderSystem;
if (system != null)
{
var mesh = new Mesh();
system.BakeMesh(ToBake, ref mesh, true);
Rope.enabled = false;
ToBake.enabled = false;
Filter.sharedMesh = mesh;
}
}
}
This *sometimes* works. But it often simply crashes the editor (and a similar crash in a full build).
The relevant part of the crash output looks like this:
Code: 0x00000243F7763DAB (Mono JIT Code) UnityEngine.Mesh:SetSubMesh (int,UnityEngine.Rendering.SubMeshDescriptor,UnityEngine.Rendering.MeshUpdateFlags)
0x0000024250625E13 (Mono JIT Code) Obi.ProceduralRenderBatch`1<Obi.ProceduralRopeVertex>:BakeMesh (int,int,int,int,UnityEngine.Matrix4x4,UnityEngine.Mesh&,bool)
0x00000242506252AB (Mono JIT Code) Obi.ObiExtrudedRopeRenderSystem:BakeMesh (Obi.ObiRopeExtrudedRenderer,UnityEngine.Mesh&,bool)
My question is basically, is this a bug or is there some more proper way to lock a rope's mesh into place and stop the obrirope calculations on demand?
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