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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
11 hours ago
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
Today, 06:34 AM
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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
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
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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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)
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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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Backends missing? |
Posted by: blanknot - 01-05-2021, 04:36 PM - Forum: General
- Replies (4)
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Hi, just purchased a few Obi assets last night. I'm getting the following error on the Obi Solver script, and I can't figure out why:
"The Burst backend depends on the following packages: Mathematics, Collections and Burst. The default backend (Oni) will be used instead, if possible."
As far as I can tell, all of these packages are installed. I'm using Unity 2021.1.3f1 Personal. I simply started a 3D project, which should include Mathematics and Collections (right?). I then imported Obi Softbody and Burst from the Package Manager. Can someone help me make this error go away?
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Collide with certain fluids only |
Posted by: radx5 - 01-05-2021, 10:11 AM - Forum: Obi Fluid
- No Replies
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Hello
I am building an app, and I have 2 different fluids and I have an object that I want to destroy or kill one fluid while leaving the other one.
The code I am currently using sets the .life = 0 of all fluids it touches, but I want it to only effect a certain fluid.
Can any one help with this? Thanks.
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Terrain Distance Field collisions |
Posted by: timconkling - 29-04-2021, 11:14 PM - Forum: General
- Replies (1)
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I have a medium sized terrain (128 width, 128 length, 600 height) that I'd like to get cloth collisions working with. (The main character in my game has a gown that drags along the ground behind her.)
I've attached an ObiCollider to the terrain object, which works fine - but the framerate suffers a bit. So I decided to try using a distance field instead: I used a tool to create a mesh from the terrain data, used that mesh to generate a distance field, and then assigned the distance field to the ObiCollider that sits on the terrain. (The terrain is still a proper Unity Terrain object - the mesh was just an intermediate object).
Performance is better, but the collisions produced by the distance field are pretty bad - at rest, the gown sits visibly above the ground, and gets far more bunched up, wrinkled, and rumpled.
I've attached two screenshots, one using the distance field and one not. (Argh - why does the forum limit these to 100kb each ?!?!?)
NOT using a distance field:
USING a distance field:
Is what I'm doing a bad idea, for some reason - or am I misconfiguring something?
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Advice to get a specific result |
Posted by: Hakazaba - 29-04-2021, 12:08 PM - Forum: Obi Rope
- Replies (2)
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I've been toying around with rope and rod for a little while, working on tentacles.
I want them to be able to return to a specific state, while relaxing, and squrming somewhat occasionally.
I've managed to get near perfect effects by using rods. With a low bend compliance, the tentacles, if disturb, squrm around creepily and its wonderful! However, no matter how bend compliant i make them, i cant seem to be able to bend from its own inertia when the tentacle as a whole bobs up and down, while dangling. They just stretch and compress along their length, even when already curled, unless the movement is extreme enough to make the whole rod invert on compression.
Its really strange because if you actually rotate the object that the tentacles are attached to, they still dangle down toward the ground as intended. How do i make my rods bend instead of squash and stretch when theyre bouncing?
Alternatively. Ropes behave perfectly in this regard, but they dont easily return to their initial blueprint position. Is there a better way to do this? Is there a way to do it with this that will also get this weird squrming effect which i like?
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gravel build problem under URP |
Posted by: onlinedmm - 29-04-2021, 09:46 AM - Forum: Obi Fluid
- Replies (1)
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We have a little issue (as we hope), any1 please help us.
We use URP in our project, and it has some water and gravel emitters. In Editor (game window after play) everything works well, but if we make a build, the gravels become black (water still works fine).
We user Obi/URP/Particles shader.
Does any1 have any idea, that how could we solve it?
Unity version: 2019.4.12f1
Obi fluid version: 5.6
Thanx!
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Render order with particle systems (VFX or shuriken) |
Posted by: benank - 29-04-2021, 05:38 AM - Forum: Obi Fluid
- Replies (2)
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Hi there,
I've been trying to add a particle system (testing both VFX Graph and shuriken) alongside Obi Fluid, but the fluid always appears on top in the game display (scene and game view). I'm assuming that this is because the particle system doesn't write to the Z Buffer. I enabled Z Buffer writing for the VFX Graph and it did work properly, but the VFX Graph had transparency issues with itself (transparent boxes overlapping other particles that causes it to look really bad).
Do you have any ideas on how I could use a particle system near an Obi Fluid and have them interact properly? Aka the render order, z buffer, water displacement shader on the particles, etc. I would like to be able to see particles in front of the fluid, but also be able to see the particles displaced visually by the fluid if looking through it on the other side.
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Magnitude other Rigidbody |
Posted by: xkalibrx - 28-04-2021, 02:58 PM - Forum: Obi Rope
- Replies (5)
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Hi guys.
I can't find a setting for the rope to act on a physical object.
The task is as follows.
It is necessary for the rope to reduce the speed of movement of the directed physical object. So that when it is fully stretched. stopped the object completely.
Rope does not interact with the speed of the physical object at all. And so rope fully pulled, it just goes through it.
Moving the object itself through the rigid body in a fixed update.
Where to dig, please help.
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