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  Basic SDF implementation for skinned cloth
Posted by: AdamZ101 - 11-11-2024, 04:52 PM - Forum: Obi Cloth - Replies (4)

Hey, so I have a simple character rigged along with a shirt that's also rigged. Each are separate, and both have an animator component with the same animator controller, using the character's avatar for both the character and shirt. When I play the scene the looping walk cycle plays on both skinned meshes correctly. Great.

Both of those are added to a parent game object called NPC. On the NPC game object I have the Obi Solver. on the Skinned Mesh Renderer for the shirt I have Obi SkinnedCloth and Obi Skinned Cloth Renderer. When I play the scene the cloth behaves as expected, with clipping of course since I haven't played around with the settings.

I've installed the Unity Git Hub link for SDF:
https://github.com/Unity-Technologies/co...esh-to-sdf

I created a Game Object called SDF Texture, and assigned the SDF Texture script. I duplicated the SDFTexture-SkinnedMesh texture from the Git Hub example scene, and assigned that to the SDF Texture game object. Next, on my characters Skinned Mesh Renderer, I added a Mesh to SDF script, and assigned that duplicated texture.

After all of that I'm at a loss as to what the next steps would be. Is there a video on how to do this? If not, could you advise me on what I need to do next please? 

Thanks!

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Pregunta The skinned renderer is unable to render.
Posted by: ziziza93 - 11-11-2024, 09:46 AM - Forum: Obi Cloth - Replies (1)

Hello,

I’m setting up an environment to use Obi version 7.

In Obi 7, as shown in the attached images:

• Parent Object - configured with the solver.
• Child Object 1 - configured with the mesh collider and Obi collider.
• Child Object 2 (cloth) - configured with Obi skinned cloth and Obi skinned cloth renderer.

I completed the above three settings.

However, when I run it, the cloth object does not render and appears transparent.

I also re-generated the skinned cloth blueprint file and mapped everything as shown in the attached images. Do you know why it’s not rendering?

regards



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  Unity 6 Console Spam about VolumePass
Posted by: spikebor - 04-11-2024, 11:57 AM - Forum: Obi Fluid - Replies (3)

Code:
The render pass Obi.VolumePass does not have an implementation of the RecordRenderGraph method.
Please implement this method, or consider turning on Compatibility Mode (RenderGraph disabled)
in the menu Edit > Project Settings > Graphics > URP. Otherwise the render pass will have no effect.
For more information, refer to https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/customizing-urp.html.

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
This will spam the console if I have Obi Volume Pass in the Renderer asset.
Hi Jose, since Unity 6 is LTS now, do you plan to convert the rendering to use RenderGraph anytime soon?

For now, I can use compatibility mode, that disable RenderGraph, but I don't know the downsides of this yet, since I just start in Unity 6 lately.

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  The objects within the two solvers do not collide with each other.
Posted by: ziziza93 - 04-11-2024, 09:46 AM - Forum: Obi Cloth - Replies (2)

Hello.
I’m currently working on a project using Obi Cloth and need some help, so I'm reaching out.
The structure of the objects is as follows:

  1. Objects with fixed update
    1. Mesh 1 with an Obi Collider set
    2. Game object with a solver applied
      1. Object with skinned cloth set
    3. Game object with a solver applied
      1. Object with skinned cloth set
As shown in the attached picture, the structure is like this. The two solvers are managed within the fixed updater.
The issue is that the upper object in the GameObject and the lower object in GameObject (1) do not collide with each other. Is it possible to make the objects within these two solvers collide?
It is unavoidable to split into two solvers because I need to adjust the scale for some objects. While the solvers are separated, can we still allow for physical interactions between the objects?
Thank you for your support, as always.



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  Garment explodes on Android, but not on Windows
Posted by: CptnFabulous - 04-11-2024, 07:32 AM - Forum: Obi Cloth - Replies (4)

Reposting because (a) nobody responded the first post and (b) I've made some progress so there's a lot of old info that doesn't matter anymore.

I have some virtual garments on a character model, generated using Obi Cloth version 7.0.3. The garments function fine in the editor (2022.3.51f1) and in a Windows build, but when I run the app on Android the garments explode and burst off the character.

I tested by making a blank project, setting up a single cloth piece and letting it run, and that seemed to function fine when built to Android. So it's not an inherent problem with using it on Android.

So what parts of the cloth generation/simulation could change based on the target platform, despite having the exact same settings? Mobile platforms would obviously have lowered performance, but that should just manifest as lag and stuttering rather than the cloth behaving in a completely different manner.

I'm going to try selectively disabling and re-enabling parts of the actual project, most likely in a blank scene, until I figure out what's causing it, but I also figured I'd ask here in case there's a simpler solution I haven't thought of.

Thanks!

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  Fluid are always Opaque
Posted by: mimaree - 01-11-2024, 01:44 AM - Forum: Obi Fluid - Replies (1)

Hi,
I'm using Obi Fluid 7.0.3 with Unity URP 2022.3.14f1 to create a game for Oculus Quest 2/3.
The problem is that the fluid always appears opaque. I read that Obi Fluid supposedly doesn’t fully support URP, but aside from the transparency issue, it seems okay (or at least sufficient for my needs). However, transparency is indeed the main issue.
I've added an Obi Fluid Renderer Feature with Passes where the Material Type is set to Transparent. It shows up as transparent in the editor but not in the build.
Is this issue unsolvable? Are there any custom materials or something that could help?



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  Cloth grab with skinned meshes?
Posted by: AdamZ101 - 30-10-2024, 10:48 PM - Forum: Obi Cloth - Replies (1)

I'm trying to see if I can use OBI to allow for cloth grab on skinned characters. I've seen your proxies video which is a bit old, and it seems like that version of OBI Cloth only works with static meshes:
https://www.youtube.com/watch?v=IWXSJJAu...JQ&index=7

I stumbled upon this video which they claim that they using OBI cloth for their setup. And since it was posted 6 months ago I thought there might have been an update to OBI which allow that:
https://www.youtube.com/watch?v=mpKB8z-l...O1nHu2YBhQ

Any thoughts or suggestions of how to do that would be greatly appreciated. Thanks!

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  Extend Rope on Stretch
Posted by: vrtraining - 29-10-2024, 03:50 AM - Forum: Obi Rope - Replies (1)

I want to ask currently if we stretch a rope it doesn't change its length but is there any built-in method that allows auto extension of rope length on stretching? For example if we pull the rope using an attachment and stretch it, is there anyway it increases its length automatically instead of stretching too far?

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  Garment explodes on Android, but not in editor (also some ParticleShader errors)
Posted by: CptnFabulous - 28-10-2024, 11:14 AM - Forum: Obi Cloth - No Replies

I upgraded to Obi Cloth 7.0.3, from 6.5.4. I'm using Unity 2021.3.3f1. 

After fixing some compile errors (and deleting and reinstalling the entire package to prevent compile errors from improper importation), the fabric simulation is far more performant. But while the fabric simulates the same as before in the editor, when I built and tested on Android, the created garments would ‘explode’ and burst away from the mannequin at a high velocity.

I know this kind of glitch is common with fabric simulations, but I’m not sure how the differing platforms could cause this error, so I don’t want to make changes to the many existing settings.

It’s possible that this is an ‘editor vs. build’ thing, rather than a ‘Windows vs. mobile’ thing. I tried making a Windows build to test, and it initially failed due to some shader errors in Shader Graphs/ParticleShader, but after deleting the whole package and reimporting it, it built successfully to Windows (where the fabric didn't glitch out). However, this now meant that the compiling failed when trying to build to Android, with the same ParticleShader errors (plus one more). I'll list them here:

Code:
Shader error in 'Shader Graphs/ParticleShader': invalid subscript 'sh' at line 8032 (on gles3)

Compiling Subshader: 2, Pass: BuiltIn Forward, Vertex program with DIRECTIONAL LIGHTMAP_ON LIGHTPROBE_SH SHADOWS_SCREEN VERTEXLIGHT_ON _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _ADDITIONAL_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
Code:
Shader error in 'Shader Graphs/ParticleShader': invalid subscript 'sh' at line 9185 (on gles3)

Compiling Subshader: 2, Pass: BuiltIn Deferred, Vertex program with LIGHTMAP_ON LIGHTPROBE_SH UNITY_HDR_ON _MAIN_LIGHT_SHADOWS
Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_DEFERRED UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _GBUFFER_NORMALS_OCT _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE _SHADOWS_SOFT
This third one is the one that only appeared when trying to build to Android.
Code:
Shader error in 'Shader Graphs/ParticleShader': undeclared identifier 'UNITY_DISPLAY_ORIENTATION_PRETRANSFORM' at Files/Unity/Hub/Editor/2021.3.3f1/Editor/Data/CGIncludes/UnityCG.cginc(817) (on vulkan)

Compiling Subshader: 2, Pass: BuiltIn Forward, Vertex program with DIRECTIONAL LIGHTMAP_ON LIGHTPROBE_SH _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
Platform defines: SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SCREEN SHADOWS_SHADOWMASK UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING VERTEXLIGHT_ON _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _ADDITIONAL_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT

One additional error: when I stop play mode while the cloth simulation is active, the editor crashes. To work around this, I have to instead pause, wait a few minutes, then end play mode.

What issues could be causing all of this? I've done a heap of testing, but I wanted to post my experiences here in case there's a really obvious thing I've missed.

EDIT: I also created a blank project (in the same editor version) and installed the same version of Obi Cloth, and it built to both Windows and Android fine.

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Pregunta Foam Rendering suggestions
Posted by: spikebor - 26-10-2024, 05:57 PM - Forum: Obi Fluid - Replies (4)

Hello there! First, pls look at this video



It shows 3 problems with foam particle rendering.
I'm On Unity 2022.3.45 URP deferred rendering.

In this example, I use Obi Fluid only for splash and trail effects, the infinitive ocean is KWS water system.

Problems with the Foam shown in the video:
1-Culling is so sensitive.
The foam particles are so easy to be culled, it can break immersion.

2-In script, I animate the ObiEmitter.speed to do the motorboat foam trail effect, and the dive into water splash effect.
for motorboat: when I contact the water and move on it, I set the ObiEmitter.speed to high value, when exit water, I set it to 0.
for dive splash effect: when I dive into water, I set ObiEmitter.speed to high value, then gradually animate the value to 0, it is Stream, but when I animate the speed, it looks like burst effect.
The problem is, after the ObiEmitter.speed is set to 0 in script, the emitter stops emitting, but the foam needs to be continued updated to it can gradually die out, but in the video, foam just hang in place. Is there somewhere in the system, when system detect ObiEmitter has 0 emission speed, it stop the ObiFoamGenerator from updating?
Suggest: ObiFoamGenerator only stop updating when the foam particles all die out.

3-Suggestion regarding foam rendering.
The foam currently not work well with KWS water system underwater rendering. I think if it is just opaque, it can receive those lighting.
Currently, it is just white while everything is tinted, looks so out of place. But a quick edit in the shader code to turn it to Opaque shows no noticeable changes.
Can you provide a shader graph version of the Foam shader? I'll try with Cutout Opaque to see.
Thank you!

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