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Scripting rod forces
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Looks nice on editor but ...
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Bug Where a Straight Segm...
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Non-uniform particle dist...
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  Generate a weight sustaining cable through code
Posted by: Favestudent1900 - 14-07-2021, 02:11 AM - Forum: Obi Rope - Replies (1)

Hello, 

We are trying to build a bridge building game, similar to polybridge, in which the players bridge will be suspended through the use of ObiRopes. See an example below: 

https://youtu.be/TnOuC95eGAM

Players select two node points (yellow nodes in the video), and a rope is instantiated between these two points. As you can see, the rope is reacting well (vibration and stiffness) to the bridge road tiles breaking. But the rope doesn't really pull the road tiles upward. 

For reference: Mass of Road unit = 10, Yellow nodes mass = 20, Truck mass = 300. The particle attachment is set to dynamic, with a compliance of 0 and break threshold of infinity. Each rope has 2 control points. Each control point mass is set to 10f at the moment. 

How do we go about making a more realistic suspension effect?

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Pregunta Retrieving contacts count only from a specific collision
Posted by: Rearden - 13-07-2021, 11:14 PM - Forum: General - Replies (2)

Hey there! Hope you are all doing well!

I am using Obi fluid. I know that we could receive a contacts count with 

Code:
e.contacts.Count
But it gives all current collision points. My question is there any chance to receive contacts count only for a specific collider? For example, the full count is 1000 and for a collider_1 the count is 300, for a collider_2 the count is 450, etc.

I am interested only in OnCollision event(simplex-collider).

Thank you!

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  I want to float an object
Posted by: moyashiking - 13-07-2021, 08:09 AM - Forum: Obi Fluid - Replies (7)

Hello!

I want to make a sunk object float in Fluid.
Is there a way to do that?
If there is a method, please tell me how to set it

PS
It seems to float if the resolution of Blueprint is 1.
If it is smaller than 1, it does not seem to float.

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  Obi Filo using Obi Rope
Posted by: Caduceus - 11-07-2021, 06:42 AM - Forum: Obi Rope - Replies (2)

Hello. 

Is it possible to using Obi Rope for Obi Filo functionality repeating (I mean complex gear mechanisms)? Or I must purchase Filo separately? If yes, is Filo compatible with Rope?

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  How do I make a chain with colliders?
Posted by: obiropequestion - 09-07-2021, 03:55 AM - Forum: Obi Rope - Replies (11)

I'm trying to use Obi Rope to make the chains in a disc golf basket.

I've tried adding colliders to the chain blueprint and can't figure it out.

I've followed the tutorials and read through the documentation and I can get rope working just fine, but not chains.

Is there a way to render a rope component as a chain, or to add colliders to the chain object?

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  Quick questions
Posted by: Guedez - 08-07-2021, 01:03 PM - Forum: General - Replies (1)

Obi
Does Obi Rope and Obi Softbody and Obi Cloth interact with one another? As in, can a rope squeeze a clothed soft ball?

Filo
Does Filo report how much 'weight' each part of the cable is holding? Could I use it to simulate bridges?
Does Filo depend on game objects? Can it be made using only Entities, or even a completely separate data structure?
Can Filo create 'cable graphs' at runtime? I would use it to let the player create machines. I understand things just clip through the cables.
Are there some sort of "raycast cable" that would let a player select a cable in the above mentioned machines?

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  Change the snake's length
Posted by: zxcasd654 - 08-07-2021, 09:15 AM - Forum: Obi Rope - No Replies

Hello, I tried to change the length of the snake with the cursor, but after changing it once, the snake couldn't trigger other object again.


I used the snake script for the sample scene


Code:
private void BarrierTrigger(object sender, ObiSolver.ObiCollisionEventArgs e)
    {
        var world = ObiColliderWorld.GetInstance();
        for (int i = 0; i < e.contacts.Count; i++)
        {
            var contact = e.contacts.Data[i];
           
            if (contact.distance < 0.005f && interTimer >= interTime)
            {
                interTimer = 0;
                ObiColliderBase col = world.colliderHandles[contact.bodyB].owner;
                if (col != null && col.gameObject.CompareTag("Saw"))
                {
                    Debug.Log("Saw");
                    cursor.ChangeLength(rope.restLength - 0.1f);
                }
            }
        }
    }

I found out it was because the snake was closer to the ground than to other objects, so all the collision detected was the ground.

Originally the snake was a little bit away from the ground, but changed its length and it was close to the ground.
What should I do?

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  Softbody Elastic Character - Make Hand Move to Target
Posted by: benbabwe - 07-07-2021, 05:53 PM - Forum: Obi Softbody - Replies (4)

Basically the title. I am trying to have the softbody elastic character's hands move to targets. I tried making particle groups for the hands and using Obi Particle Attachments, but that didn't seem to work. What I am hoping to do is have the softbody physics apply to the arms and be able to move the hands around freely. Is this possible with Obi Softbody?

Any help with this would be greatly appreciated!

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  Throw my rope
Posted by: Yannig.S - 07-07-2021, 05:48 PM - Forum: Obi Rope - Replies (6)

Hello guys,

In my next game I would like to throw the rope, it is like a torus and is launched on the platform.

How can I do that please ?

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  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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