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Looks nice on editor but ...
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Non-uniform particle dist...
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  Substep Unity Physics for new versions
Posted by: immrkuby - 04-10-2021, 05:12 PM - Forum: Obi Rope - Replies (2)

Hi There ! 

I was using ObiRope 5.6.2 for a project then I decided to move entire project to the 6.2 for some reasons. But rope behaviour was not same. (It was worse) I made some tests and saw; when I disable "Substep Unity Physics" at old project it began to act same like new project. In 6.2 version I couldn't find anything for enabling "Substep Unity Physics" or something related to this.

Although I am not %100 sure problem comes from here, I want to test it if you guys have any clue. Thanks !

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Triste Rope no show on Android.......
Posted by: webmagic - 04-10-2021, 10:58 AM - Forum: Obi Rope - Replies (6)

Hi, Poor us

We make everything just fine in Editor, but after we export to Android APK, the Rope disappeared. 

But if we change ropesolver to Burst, the rope will showup

...........But it's not a good resolution for us as our all levels made with Oni already.....><

And more much wired is that , our programmer can build APK perfectly with Oni before, but just after he delete his own copy and use our copy, his APK becomes NO ROPE as us.

is there any setting about Obi Rope in Mobile???

BTW, we create an empty project only import Obi-Rope, and just build one of your sample "Rope-Cutting" , and there is no rope showup!!
Using unity 2020.3.8

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  Bad performance in editor
Posted by: linkinb - 04-10-2021, 04:51 AM - Forum: Obi Rope - Replies (2)

Hi, I'm trying to create a realistic rope with multiple dynamic rigidbody attachments, but there seems to be horrible performance in the editor. 
It works fine on build. Target device is Android/iOS.

Blueprint
Thickness = 0.1
resolution = 0.5
Pooled Particles = 100

solver
       
rope
   

These are the stats I see
With Single rope -
   

With 4 ropes
   

I'm able to simulate them in an android build just fine, but testing the game in editor is a nightmare at 2fps. 
What do I do to improve editor performance?

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  Create rope from code
Posted by: lacasrac - 03-10-2021, 02:26 PM - Forum: Obi Rope - Replies (2)

http://obi.virtualmethodstudio.com/forum...-2978.html

I saw this source code, very good, but I have one probleme with it.
The collision is never happening because the collision is set to Nothing on this rope.
Any way to set up from code that variable to 'Everything'? Thanks

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  Performance?
Posted by: lacasrac - 03-10-2021, 10:53 AM - Forum: Obi Rope - Replies (3)

My game fps was ~120
I just added a rope, fps is ~90-95
Added a chain the same scene, fps now is ~55-60 fps

In debug build. Is it normal? 30 fps drop on a rope?

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  Re-enabling attached object collides with rope when it should not
Posted by: lvladimirov - 02-10-2021, 02:42 AM - Forum: Obi Rope - No Replies

Hello there,
I have a quick question regarding collisions.
Here is the basic setup - a rope and two dynamic objects attached to each side of the rope. The collision on the Obi Collider components on each object is set to Nothing (Collides with: Nothing) and when I run the game it behaves as expected.
However, due to performance optimizations, at times, I want to disable the rope and one of the objects and re-enable it later.
I do that by disabling the Solver, the mesh renderer on the rope (as I want to hide it) and I also disable one of the objects (.SetActive(false)Guiño.

Upon re-enabling everything the resulting effect is pretty catastrophic as the re-enabled object starts flying around(I assume due to a collision between the object and the rope or a different issue most likely originating from the obi particle attacher component).

Instead of disabling the objects, I tried disabling the mesh renderer and making it Kinematic (and parent it to the other object to retain its location relative to the other object - the rope is what does it normally) and the result is considerably better as the object just wiggles around a bit instead of flying around, but even that way the object and the rope never go to rest. The reason I think its a collision issue is because when I disable the component at runtime (while it wiggles around) the rope quickly calms to rest and behaves as expected.

Using Unity 2020.3.7f1
The latest entry in the Change Log is [6.2] so I assume that is my current ObiRope version. (downloaded it a week or two ago).

Is there a proper way to effectively disable the solver, rope mesh and attached component and then re-enable them without such issues.
Thank you!

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  Resize chain in rope
Posted by: lacasrac - 01-10-2021, 06:35 AM - Forum: Obi Rope - Replies (2)

In the sample the size of the chain always 34, 34, 34

If I resize to 20,20,20 then there will be a big gap between the chains... Any way to resize normally or set an anchor between the chains to look better?

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  Get rope speed, velocity and angle
Posted by: lacasrac - 01-10-2021, 06:32 AM - Forum: Obi Rope - Replies (4)

What is the best way to get the rope swing  speed, velocity? Also get an angle of two particle?

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  Using Burst backend causes Runtime Crash
Posted by: smohser - 30-09-2021, 09:57 AM - Forum: Obi Softbody - Replies (5)

Hi,

I am trying to used Burst backend but getting this exceptions. any ideas ?

ArgumentException: source and destination length must be the same
Unity.Collections.NativeArray`1[T].CheckCopyLengths (System.Int32 srcLength, System.Int32 dstLength) (at <cfc1ad890650411e946cff2e6f276711>:0)
Unity.Collections.NativeArray`1[T].Copy (T[] src, Unity.Collections.NativeArray`1[T] dst) (at <cfc1ad890650411e946cff2e6f276711>:0)
Unity.Collections.NativeArray`1[T].CopyFrom (T[] array) (at <cfc1ad890650411e946cff2e6f276711>:0)
Unity.Collections.NativeList`1[T].CopyFrom (T[] array) (at Library/PackageCache/com.unity.collections@0.1.1-preview/Unity.Collections/NativeList.cs:479)
Obi.BurstSolverImpl.SetSimplices (System.Int32[] simplices, Obi.SimplexCounts counts) (at Assets/ObiCloth/Assets/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:301)
Obi.ObiSolver.PushSimplices () (at Assets/ObiCloth/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1379)
Obi.ObiSolver.PushActiveParticles () (at Assets/ObiCloth/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1303)
Obi.ObiSolver.BeginStep (System.Single stepTime) (at Assets/ObiCloth/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1512)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/ObiCloth/Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:49)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/ObiCloth/Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:44)

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  Not working at all
Posted by: lacasrac - 30-09-2021, 07:24 AM - Forum: Obi Rope - Replies (1)

Urp, unity 2019.4.0f1
The ropes falling down to the ground on the samples. 
Everything is pink. 

It looks like the BurstColliderWorld cannot be loaded

Installed the burst and math packages... 

What is the solution?

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