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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,609

 
  Does it work on WebGL builds?
Posted by: Guedez - 07-07-2021, 04:34 PM - Forum: Obi Softbody - Replies (2)

As in the thread title.

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  Random instantiating at old particle positions
Posted by: corel - 06-07-2021, 10:29 PM - Forum: Obi Fluid - Replies (2)

Hi,

I've been trying to simulate an evaporation/destruction event when fluids touch certain surfaces, where the obi fluid particle position is used to instantiate a particle effect that matches the fluid colour. In general this is just a collider check, wait until particle has sat on surface longer than a given time, then take position and colour, instantiate smoke and kill particle. This works at first but it quickly results in the smoke effect spawning randomly in previously used locations, immediately on particle contact, which I feel may be the result of the particle ID numbers being reused. When I separate all of the actual emitter.life = 0 events into a separate foreach loop at the end of the collision event by making a list of the affected particles after the smoke effects should have been completed I still see the same behaviour. I have attached the trimmed down code as an example. 

Any help would be most appreciated!

Code:
    void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        var world = ObiColliderWorld.GetInstance();


        foreach (Oni.Contact contact in e.contacts)
        {        

            if (contact.distance < 0.001)
            {
                ObiColliderBase collider = world.colliderHandles[contact.bodyB].owner;
                
                if (collider != null)
                {
                    

                    if(collider.tag == "Evaporate"){

                Vector4 userDataUpdate = solver.userData[contact.bodyA];

                userDataUpdate[0] = userDataUpdate[0] +  Time.fixedDeltaTime;

                solver.userData[contact.bodyA] = userDataUpdate;


                if (userDataUpdate[0] > evapTimer){

                ObiSolver.ParticleInActor pa = solver.particleToActor[solver.simplices[contact.bodyA]];

                ObiEmitter emitter1 = pa.actor as ObiEmitter;

                Transform emitterTransform = emitter1.transform;

                Vector3 particlePosition = solver.positions[contact.bodyA];


        GameObject smoke = Instantiate(evaporationSmoke, particlePosition, Quaternion.identity);

        Material smokeMat = smoke.GetComponent<ParticleSystemRenderer>().material;

            smokeMat.SetVector("SmokeColor", solver.colors[contact.bodyA]);

        emitter1.life[pa.indexInActor] =  0f;

    }

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  Deleting Obi Cloth actors breaks normal calculations
Posted by: okays - 06-07-2021, 05:33 PM - Forum: Obi Cloth - Replies (4)

Hi there!

I really like Obi plugins. Great work!

Lately, I've encountered a weird bug: When I try to delete Obi Cloth softbodies from a scene remaining ones are not rendered correctly if Burst is enabled.

See the "red" ball on the right:

.png   ObiCloth_normals_bug.png (Size: 46.65 KB / Downloads: 8)

I think Burst messes up normal calculations since it only affects objects with Obi Cloth Renderer's Tangent Space Update set to Copy Normals From Simulation or Transform Normals And Tangents.  

You can reproduce the issue by loading ClothSoftbody sample scene and deleting first 2 "Softbodies" from the Hierarchy in Play Mode.

Note: I'm using Unity 2020.3.12f1.

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  Collision stopped working after update
Posted by: Hakazaba - 06-07-2021, 12:59 PM - Forum: Obi Softbody - Replies (4)

Hi, for some reason my collisions nolonger work in my scene since the update. I'm not sure if i've changed anything, but collisions are on in the solver, tested with obi colliders of different phases. Do you have any ideas for why this is?

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  Obi Rope getting saggy on reducing scale
Posted by: abhilashca - 05-07-2021, 10:26 AM - Forum: Obi Rope - Replies (2)

Hello,

I am using ObiRope as wire that's coming from the battery.

Prior to using, I created a sample obi rope example for wire material with 2 spheres at the end. The behavior of rope was as expected. (Attachment: rope-scale-default.jpg).

Since, the battery wire is of smaller size, I adjusted the scale of the obi rope component inside obi solver in the hierarchy. After this, the obi rope is showing as hanging wire. (Attachment: rope-scale-down-issue-1.jpg, rope-scale-down-issue-2.jpg)

If I change the scale back to 1 in obi rope component, then everything appears to be working fine.

Did anyone faced the same issue earlier? How can I resolve the same? Is there any values in inspector which I can tweak to fix this?

Any help will be appreciated.

Thanks in advance.



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Pregunta Particle Attachment Question
Posted by: Alper - 05-07-2021, 09:48 AM - Forum: Obi Softbody - No Replies

Hello,

I've been trying to use the particle attachments for our softbody character, which seems to work perfectly until some point.

What I'm trying to achieve is, to create a behaviour just like the game called "Gumslinger" which uses this asset as you have mentioned in the comments section of one of your videos. Our game is going to have different mechanics implemented, which includes more animations such as running down a road. For that, I have a setup where I can switch between full softbody and softbody driven by animations.

I have seen a couple of comments and some early tests of your newest feature where we could have layers of particles for bones, muscles and skin which seemed like the perfect solution for our case. However, I am using your latest version and I'm guessing it's still in development. So I have found my own way to handle it, where I am using a couple of particle attachments to handle specific particles' positions (top of the head, hands, feet) which target the bones of an invisible animating character used as a reference.

Everything works well until I switch to softbody, move the character around using particle dragger (for now), and switch back to animation. It might be that my way of doing things are not right, or possibly there is something wrong with the particle attachment system which I highly doubt.

When the method to stand up the character by moving it's head to the reference animation's head position is invoked, it does the following;

The particle attachment is disabled at this time since I am disabling all attachments at the time of switching to softbody
  • Set the head particle attachment's target to the main character's head bone transform (which is almost always at the right position, I also have tried to manually set that position to the center of head group particles)
  • Enable the particle attachment
  • Lerp the attachment target's position to the position of our reference animation's head position.
  • Enable all particle attachments once lerping is complete, switch head particle attachment's target back to the animation's related bone transform.
After these steps, I usually end up having a gap between the particle group and particle attachment's target position. It behaves as if there is an offset, not always, though. Rarely, especially when there is not much movement on the softbody, it works as intended. Also at the time of this issue, I have tried to change the target transform to something else, and the moment I switch, the particle group goes straight onto that new position as usual, but the only issue is with the specific bone transform that I need to bound it with, there seems to be an offset only on that transform.

Here are the screenshots to help me describe the issue;
[Image: 4xLI7Re]

Thanks in advance.

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Bombilla Best Solver setup??
Posted by: davood.kh - 03-07-2021, 04:31 PM - Forum: General - Replies (1)

hi,
can i use multi solvers on specific scene? some solver for cloth and another one for rope or softbody?

and what is the best solver settings to achieve good smooth results on a lot of softbodies and clothes and ropes on single scene on VR? [Oculus Quest 2]

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  should I use obirope, or filo for static lifts, such as in dark souls/nioh2
Posted by: usemahrope88 - 02-07-2021, 05:27 PM - Forum: Obi Rope - Replies (1)

hello, sorry for another thread, 

my question is, should obirope or filo be used for static lifts which simulate rope or chains pulling them? but would be used say, hundreds of times in a scenes life time

also, would it be best to use filo on "cheap" lifts, which are semi-static but have the platform as physics tied to this filo rope? 

also, have you considered making a filo type of asset which supports dynamically adding a cheap ray traced fast rope?  Gran sonrisa

anyway this question is because filo is on sale right now, but i didnt realize i could make real use of it until just now, is it possible the attached bodies in filo can still be severed from the simulation if it leaves more than two connections, or i just change source code to do it? I read you cant add objects in runtime but i would want to be able to severe connections, im guessing the connections are stored as an array?

well anyway ill probably get it because it is still updated and on sale

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  Is it possible to have Surface Emitters?
Posted by: aseem.zhakaas - 02-07-2021, 12:50 PM - Forum: Obi Fluid - Replies (3)

I have a game where i want blood to splash and pour from the part of the body where the bullet hits. Is it possible to give the Emitter a position where it should spawn the fluid particle?

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Pregunta RopeAfterStretchCompression
Posted by: alex798 - 02-07-2021, 10:01 AM - Forum: Obi Rope - Replies (12)

Hello,

Sorry for the dumb question(it is probably explained somewhere in manual), but how after rope stretch and release make it compress to length less forcefull?- it shoots like rubber and moves chaotically...

P.S. I understand that it has something to do with compliance, but with comp>0 it doesn't return fully to needed lenght...

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