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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
Forum: Obi Rope
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
Forum: Obi Rope
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Force Zone apply differen...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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  ObiParticleRenderer is never lit in build.
Posted by: Nathan_TRC - 05-08-2021, 09:06 PM - Forum: Obi Fluid - Replies (2)

I am using URP. I am rendering the particles using ObiParticleRenderer with the Obi/URP/Particles shader. 

I got it looking exactly how I want in Editor, but for some reason, when building, the particles are always unlit, Which turns my nice white particles into an ugly grey. 

Any ideas what could be causing this?

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Triste Control Points are not shown anymore
Posted by: Elmundo - 05-08-2021, 10:34 AM - Forum: Obi Rope - Replies (3)

Hi eveyone,

At start, everything was fine working with Obi Rope and editing control points of the rope by enabling/disabling Edit Path button.
Yesterday I was tuning the thicnkess parameters of the control points and have made the last changes and then closed the project. Today reopened it and 
noticed that enabling Edit Path wont show the control points anymore. Cant think of any action which could cause that kind of wierd issue. Tried to remove Obi Rope then reimport it but did not work.

Shared the video via link.

https://drive.google.com/file/d/1p0lWYrS...sp=sharing

Help please.

Unity Version: [Unity 2020.3.5f11]
Obi Rope Version: [6.2]
Windows 10 Pro  64-bit (10.0 Build 19042)

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  Particles collision callback ?
Posted by: VincentAbert - 04-08-2021, 11:38 PM - Forum: Obi Rope - Replies (4)

Hi !

I've tried to find it in the API, but I couldn't, so here I am : I'd like to add some sound to a chain (obi rope) object : the easiest way would be to trigger a sound whenever a particle collides with another object. Is there an easy way to get such an information ?

Thank you !

Vincent

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  Error with more than 11 Obi Solvers in a Scene
Posted by: Gartenschere - 03-08-2021, 04:01 PM - Forum: Obi Rope - Replies (5)

I get an input velocity of NaN (see Detailed Errorwhen I have more than 11 Obi Solvers assigned to an Obi Fixed Updater in one scene.

I want to have several boats in one scene and these boats can tow other objects with ropes. That's why I have an Obi Solver for every boat. It all works up to that point, but nothing works anymore when I have more than 11 boats.

Is there a maximum of  Obi Solvers you can have in one scene and I so, what is an alternative way to implement my towing boats? 
Thanks in advance!


Detailed Error:

Quote:rigidbody.velocity assign attempt for 'BoatSimple' is not valid. Input velocity is { NaN, NaN, -735136576.000000 }.
UnityEngine.Rigidbody:set_velocity (UnityEngine.Vector3)
Obi.ObiRigidbody:UpdateVelocities (UnityEngine.Vector3,UnityEngine.Vector3) (at Assets/Obi/Scripts/Common/Collisions/ObiRigidbody.cs:62)
Obi.ObiColliderWorld:UpdateRigidbodyVelocities (System.Collections.Generic.List`1<Obi.ObiSolver>) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:428)
Obi.ObiUpdater:EndStep (single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:96)
Obi.ObiFixedUpdater:FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:52)


How to reproduce:
  • A Cube with BoxCollider, Rigidbody, Obi Rigidbody, and Obi solver (all components with default values)
  • Duplicate this cube 11 times to a total of 12 of these cubes in the scene
  • An Empty Gameobject with Obi Fixed Updater
  • Apply all Obi Solvers from the cubes to the Obi fixed updater

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  Pre order questions
Posted by: HellFingers - 03-08-2021, 02:55 PM - Forum: Obi Fluid - Replies (1)

Hello, I want to buy Obi Fluid, but i have two questions:
Can I use this asset like for water in pipes. You wrote that it shouldn`t be used like Large scale fluid simulations, Pools, oceans, lakes, floods and i can't understand does this include my case
Is there any way to control water collision with other object by code

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  Minor typo in documentation
Posted by: PossPoss - 03-08-2021, 01:21 PM - Forum: Obi Rope - Replies (1)

Not a big deal, but there is a syntax error on this page 

http://obi.virtualmethodstudio.com/manua...sions.html

Under the heading "Retrieving the particle involved in a contact"

int particleIndex = solver.simplices[simplexStart + i]];


You close the square brackets twice.  

Sorry if there was a better place for this. 

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  Attach Game Objects To Obi Softbody
Posted by: WarrockTr - 03-08-2021, 10:00 AM - Forum: Obi Softbody - Replies (1)

I want to attach non-jelly objects to my slime. I need to reach the closest particles for those game objects to set their positions. Those game objects will stick to the surface of that slime. 

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  Rope pin+collision problem.
Posted by: WinterXYZ - 01-08-2021, 02:42 PM - Forum: Obi Rope - Replies (6)

Hi,

I'm working on a bridge-building style game. One where you draw a line from pointA to pointB and a rope is generated between the two locations. Then if the player draws a line from the first rope the two of them connect together.

In addition to this system, the ropes all should collide with each other. This is the most important aspect for the project to work. In effect, the player is creating structures out of the ropes which interact with each other via collisions and coupling.

Whilst I have the core system working on this and can connect ropes together. I have encountered one issue which I need to be able to fix in order to progress. For me to explain I need to describe how my system functions.


Firstly: How I'm generating ropes/constraints.

[Image: img1.PNG]
This image shows the way I generate ropes, with everything being generated via scripts (no prefabs or premade blueprints). Each Endpoint is an actual GameObject that contains rigidbodies (both Unity and Obi) which allow them to simulate physics/movement.

The rope can collide with everything.
The Endpoints don't collide with anything.

The rope does not use a "Particle Attachment" component. Instead, I directly access "Oni.ConstraintType.Pin" and use that to generate the pin constraint.


Secondly: How ropes are connected together.

[Image: img2.PNG]
This shows how two ropes are connected in the scene.

They both use the same Endpoint/constraint system, but in this example, Rope-1 generates constraints between A and B. Then Rope-2 generates constraints between B and C.

This allows for the ropes to interact with each other's movements (via two-way coupling).

Like before, the same collision rules apply for ropes and Endpoints.


The problem.

[Image: compare.gif]
Because ropes have collision enabled, this means if two (or more) ropes share a single point then the rope Endpoints get stuck in a cycle of detecting an intersection, moving away, then moving back to its pinned position. This causes a jittering effect which I've been trying to eliminate.

As the gif above shows, when ropes have collision switched off, the ropes simulate without any problems. However, this is not something I can do as ropes NEED to be able to collide with each other.

One fix I've attempted is when I pin the rope, I offset its location slightly to stop potential intersections. This gives some nicer results, but I can't use this as a solution as ropes are generated with gaps between them. Also, the pins act independently of each other, as shown below.
(Left is how the ropes start initially. Right is after the pin constraint is created and allowed to simulate)

[Image: unknown.png]

I have tried changing various solver parameters to see if that could help anything. Reducing the updater substeps to a very low amount helps reduce jittering, but this isn't a fix as the shared-point collision still exists and everything stretches too much.



I'm lost for ideas on what the solution is for this system. I somehow need ropes to both ignore and allow collisions at the same time.

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Pregunta Performance optimization help
Posted by: Alberos - 29-07-2021, 11:46 AM - Forum: Obi Rope - Replies (6)

Hello,

I'm using Obi robe in my VR project to simulate rubber hoses of a piece of medical equipment. The target platform is Oculus Quest 2. In the app, player need to grab various part of the hose and put it in the pre-defined spot (nearby) in the scene or sometimes grab the end/start of the hose and connect it to something.

In the first phase it required 1 rope with a lot of attachments, 17 to be exact, 16 of them are static and the other one is dynamic. I try to play around with all setting and get a passable framerate at the end using guidelines from Obi Rope documentation. Now that the next phase requires around 5-6 ropes with possibly 5-10 attachment points each makes me very worry since in the first phase I barely hit 72 FPS target of the headset. So my questions are

1. Are there any more place/setting that I can tweak or change to increase performance without sacrificing too much simulation quality? (I try lower things more but the sim quality became too bad so I put it back to where it is now)
2. Right now I'm using 2 static attachment points for 1 "thing" that attached and oriented "along" the rope (one on top and another one at bottom of the "thing" to orient it). Is there a way that I can use only 1 attachment point and have it still oriented correctly?
3. If nothing I can tweak/change to improve performance, can I bake rope into mesh at runtime? As far as I know, it can only be done in edit mode. Or maybe I should have 1 solver for each rope and only turn the solver on when I need it. (Since player never have to interact with more than 1 rope at any given time anyway)

Below are relevant settings of the 1 rope in 1st phase that I settled on:
[Image: 8B5u7Cs.jpg]

There are also some ObiColliders in the scene (around 10 + attachment points, 1 of them is a mesh collider with 384 tris, the rest are all unity's primitive)

Sorry if I sound desperate, I really am. Any help is appreciated.
Thanks.

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  ObiColliders not working with scripted ropes
Posted by: PeachyNotFound - 28-07-2021, 03:36 PM - Forum: Obi Rope - Replies (2)

Hi there,

This is my first post here, apologies if it's in the wrong place or if I'm just doing something very silly...
I think have come across an issue with the Obi Collider script.

Both of the sample scenes I have found where the ropes are generated through scripts (RopeGrapplingHook & RopeNet samples) do not collide with the environment, despite Obi Collider script components being present on the relevant game objects (environment mesh for RopeNet and level geometry for RopeGrapplingHook).

I have tried a number of different settings to enable collision between ropes generated from scripts but nothing has worked collision obi collider thicknesses, obi rope surface based collision, various distance fields, collision margins in the Obi solver, etc.

In summary, when using GrapplingHook.AttachHook() for rope creation, collisions do not work. When using ropes created via the Unity inspector (not from scripts), everything seems to work fine. Should be able to repro by observing RopeNet demo dropping below the environment in the latest version of the ObiRope package (v6.2).

Thanks!

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