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can you remove particles ...
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ObiRope Mesh Renderer
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How to dynamically change...
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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...
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Force Zone apply differen...
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Can I blend in and out of...
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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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)
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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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Particles collision callback ? |
Posted by: VincentAbert - 04-08-2021, 11:38 PM - Forum: Obi Rope
- Replies (4)
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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)
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I get an input velocity of NaN (see Detailed Error) when 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)
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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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Rope pin+collision problem. |
Posted by: WinterXYZ - 01-08-2021, 02:42 PM - Forum: Obi Rope
- Replies (6)
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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]](https://media.discordapp.net/attachments/318797375428755465/871374057961058304/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]](https://media.discordapp.net/attachments/318797375428755465/871376626540228668/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]](https://cdn.discordapp.com/attachments/318797375428755465/871378089232465960/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]](https://media.discordapp.net/attachments/318797375428755465/871381944213069854/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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ObiColliders not working with scripted ropes |
Posted by: PeachyNotFound - 28-07-2021, 03:36 PM - Forum: Obi Rope
- Replies (2)
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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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