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How to dynamically change...
Forum: Obi Rope
Last Post: josemendez
6 hours ago
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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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
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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
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
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  Burst Issues
Posted by: _BOCS_ - 09-05-2021, 03:25 AM - Forum: General - Replies (3)

The stupid decision of Unity to hide required packages used by Obi, but still installed with Burst/Jobs...
sorry for them making it harder to handle the burst backend.

Anyway, I noticed some of the examples have major issues using the burst backend.

Cloth - Wind
Softbody - Barrels
*a few others, assume common issues

These run at best 2FPS+

Something seems broke with the Burst backend in some samples. (most run great)

Is this a known issue?
I can provide more info if can't be reproduced.

Oni backend works great on all the samples.


*system info - AMD 3900x, 2080 Super,64gig ram

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  "Stick" rigidbodies to softbody
Posted by: Spectra_7 - 07-05-2021, 10:08 AM - Forum: Obi Softbody - Replies (11)

Hello.

I have a softbody to simulate like Slime where I have used Volume blueprint instead of Surface blueprint.

Now I have a requirement where small spheres kinematic rigidbodies are spread across the scene and as soon as the Softbody collides with small spheres, those spheres should "stick" to slime softbody.

Anyway to do this?

Thanks.

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  Ropes Attachment
Posted by: headcoach - 07-05-2021, 07:57 AM - Forum: Obi Rope - Replies (9)

I have a rope attached at two points, when disabling the rope component or its game object and then re-enabling it, one of the attachments bugs out and is offset by a few meters. How can fix this? Whats the proper way of disabling and then re-enabling a rope?

Thanks

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  Making Spring Rod
Posted by: Oziko - 06-05-2021, 09:20 AM - Forum: Obi Rope - Replies (1)

Hello, I want to create a spring rod in Unity but the rod length on the SpringRod scene is too short for me. How can I make this spiral longer? When I bend it with my hand, it becomes very distorted. : /

[Image: fw7v9n.png]

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  Share your benchmarks guys!
Posted by: majobanas - 05-05-2021, 07:44 PM - Forum: Obi Cloth - Replies (1)

Hello Guys, I would like to know how much can you squeeze off the Obi Cloth simulation.

See my scene here please: https://imgur.com/UCR0iXP

I am getting 0.3 FPS as soon as the shirt collides with the male.

One static human - 14.5k vertices - w/ Obi Collider
One shirt - 3.2k vertices - w/ Distance and Bend Constraints

Obi Solver - w/ Distance and Collision constraints on 1 iteration value
Obi FIex Updater - 1 Substep value

Yes the shirt is stretching over the man, but increasing iterations / substep values would result into fever frames.
Don't get me wrong, I am not flaming, shaming a neither blaming. I might have a wrong setup, but I cant see where.

My question is, is the 14.5k + 3.2k vertices over the limit? Why does the Stats show 76.4K, there is only an extra plane with 121 vertices in the scene.


[Image: UCR0iXP]

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  Getting Started Help
Posted by: kellyrayj - 04-05-2021, 07:24 PM - Forum: Obi Rope - Replies (2)

Hey friends,

I am not quite sure what I am missing. I followed the first tutorial video and can't seem to get a rope to render. I took a video of what I am encountering. I'd sure appreciate anyone's insight! I am using unity 2019.25 and URP. 

If I make other ropes from the example scenes prefabs, it will come in just fine. But I can't seem to create one from scratch.



Thanks!
KJ

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  BurstColliderWorld errors
Posted by: rosedev - 04-05-2021, 02:13 PM - Forum: General - Replies (1)

Hello,

I have one persistent ObiSolver and an instantiated prefab which contains several ObiColliders. When I change the prefab during the game (i.e destroy old prefab and instantiate new one in a single frame), sometimes the collisions for new prefab are not working and I got these errors:

Code:
System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.
Thrown from job: Obi.BurstColliderWorld.IdentifyMovingColliders
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ff9abb91911 (a49b95c10436014b4afd435e0a8841b) [unknown:0] Unity.Jobs.IJobParallelForExtensions.ParallelForJobStruct`1<Obi.BurstColliderWorld.IdentifyMovingColliders>.Execute
0x00007ff9abb91c11 (a49b95c10436014b4afd435e0a8841b) 5159CC2DF74168DC
0x00007ff61c430d70 (Unity) ExecuteJob
0x00007ff61c431025 (Unity) ExecuteJobCopyData
0x00007ff61c431c6f (Unity) ForwardJobForEachToManaged
0x00007ff61c42d35c (Unity) JobQueue::Exec
0x00007ff61c42f291 (Unity) JobQueue::Steal
0x00007ff61c42d6f0 (Unity) JobQueue::ExecuteJobFromQueue
0x00007ff61c42dbbb (Unity) JobQueue::ProcessJobs
0x00007ff61c42fbcf (Unity) JobQueue::WorkLoop
0x00007ff61c5eac3e (Unity) Thread::RunThreadWrapper
0x00007ffa18a37034 (KERNEL32) BaseThreadInitThunk
0x00007ffa1a1e2651 (ntdll) RtlUserThreadStart

Code:
System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.
Thrown from job: Obi.BurstColliderWorld.GenerateContactsJob
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ff9abb22903 (fcb5d3efc7c0e64da6c5cee02991e6b) [unknown:0] Unity.Jobs.IJobParallelForExtensions.ParallelForJobStruct`1<Obi.BurstColliderWorld.GenerateContactsJob>.Execute
0x00007ff9abb342f1 (fcb5d3efc7c0e64da6c5cee02991e6b) 5A57CE1A4A783826
0x00007ff61c430d70 (Unity) ExecuteJob
0x00007ff61c431025 (Unity) ExecuteJobCopyData
0x00007ff61c431c6f (Unity) ForwardJobForEachToManaged
0x00007ff61c42d35c (Unity) JobQueue::Exec
0x00007ff61c42d61a (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007ff61c42dba9 (Unity) JobQueue::ProcessJobs
0x00007ff61c42fbcf (Unity) JobQueue::WorkLoop
0x00007ff61c5eac3e (Unity) Thread::RunThreadWrapper
0x00007ffa18a37034 (KERNEL32) BaseThreadInitThunk
0x00007ffa1a1e2651 (ntdll) RtlUserThreadStart

Is there any way to fix it?

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  Adaptive fluid simulation
Posted by: mimarilker - 04-05-2021, 07:52 AM - Forum: Obi Fluid - Replies (1)

Hi,

I really would like particles increasing in number around obstacles. This will really increase performance since the areas far away from obstacles will include significantly fewer particles. Moreover, this will also increase accuracy drastically since the interaction of fluids with obstacles will be solved with much more particles. Is it possible with the latest version? Can ve manually code it? Please see this 2 minutes paper video

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  Are all Obi add-ons working with eachother?
Posted by: majobanas - 03-05-2021, 02:42 PM - Forum: General - Replies (3)

Hello, Obi seems amazing, I am considering buying the add-on.
I have one question though.
If I buy Obi Cloth and Obi Softbody, will I be able to simulate cloth on softbodies? and vice versa?

Thank you for your answer

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  Grabbing a random position on a rope at runtime (obirope 5)
Posted by: ink_13 - 03-05-2021, 06:16 AM - Forum: Obi Rope - Replies (6)

Hey, I've had a look over previous forum questions and have seen some answers that i think are related to an older system with pins...

I have a rope that i'm at runtime I'm wanting to be able to grab...   Previously it seemed like you would do this by creating a pin at the point where your hand touched the rope...

My current approach is to try and find the closest particle to where your hand is, create a particle group at that point, and use a particle attachment to make a connection between that point and the transform of your hand.  

I'm abit stuck though, i can't figure out how to make a particle group at runtime, nor figure out how to specify the location of where the particle group should be. I have a convoluted idea that I could create a particle collision and see where the collision point is...

Very curious if someone has a suggestion on if I'm approaching this in the right direction, and if i am -  how to create a particle group at runtime at the point of collision...

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