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can you remove particles ...
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ObiRope Mesh Renderer
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How to dynamically change...
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Pipeline that bends
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How to implement/sync Obi...
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Collisions don't work con...
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Force Zone apply differen...
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Can I blend in and out of...
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Using a rigidbody/collide...
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Solver is too performance...
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20-06-2025, 08:09 AM
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Controlling specific particle force / custom constraints. |
Posted by: rastleks - 22-04-2021, 11:28 AM - Forum: Obi Rope
- Replies (19)
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Hello.
I want to create the 3D Snake character. The closest example is the game Snake Pass player character.
https://www.youtube.com/watch?v=7ZwiRoA-kns
I thinking about using Obi Rope as the tools to create Snake character and want to ask if it's a good way to solve this problem.
Particular questions that bother me:
1. Can particles be controlled by me directly?
2. Can custom constraints be added?
3. Can parameters of an actor be tweaked at runtime?
I didn't buy obi rope still, so i want to decide if this asset can help me and then buy it.
Gladly accept any advices or opinions on where it is a good idea to use obi rope in this case or not.
Thank you.
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Is it possible to limit length? |
Posted by: Caduceus - 22-04-2021, 11:28 AM - Forum: Obi Rope
- Replies (3)
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May be my question is stupid, sorry.
I have a rope with one fixed end. And other end of rope attached to draggable object. And the behaviour of rope - like a rubber - it increase length without limits.
Is it possible to say to rope don't changing length, even I moving attahcment object?
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when increasing chain length gets stuck |
Posted by: JskT01 - 21-04-2021, 03:28 PM - Forum: Obi Rope
- Replies (4)
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When I increase the length of my chain in the awake function in the final construction sometimes it gets stuck and if I move it it is as if it was fixed at that point where it got stuck, this does not happen in the editor,it only happens occasionally when I open the project
Is it because from awake it starts to increase the length?
Code: void Awake()
{
instance = this;
chainShort = true;
rope = GetComponent<ObiRope>();
//Debug.Log("rest" + rope.restLength);
}
// Update is called once per frame
void Update()
{
if (chainShort == true)
{
IncreaseLenght(1);
}
if (chainLarge == true)
{
IncreaseLenght(-1);
}
}
internal void IncreaseLenght(float normX)
{
//Debug.Log("increse lenght");
//Debug.Log(rope.restLength);
if (normX == 1)
{
if (rope.restLength > min)
{
for (int i = 0; i < cursor.Length; ++i)
{
cursor[i].ChangeLength(rope.restLength - speed * Time.deltaTime);
}
}
else { chainShort = false; /*Debug.Log("rest" + rope.restLength);*/ }
}
if (normX == -1)
{
if (rope.restLength < max)
{
for (int i = 0; i < cursor.Length; ++i)
{
cursor[i].ChangeLength(rope.restLength + speed * Time.deltaTime);
}
}
else { chainLarge = false; }
}
}
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Obi rope Not working as advertised |
Posted by: tomasw33 - 20-04-2021, 08:33 PM - Forum: Obi Rope
- Replies (5)
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I followed the directions from the quick manual, those three steps did not produce a working obi rope in the scene. I see the obi solver and obi rope appear, but when entering playmode they just disappear. No simulation plays, and I can no longer see them in the scene view. I don't get any compiler errors. I read through each page of the manual and understand how it is supposed to work. I'm not sure why it is not working or producing a working simulation.
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How to build a goal net mesh to use with Obi? |
Posted by: gabrimo - 20-04-2021, 03:19 PM - Forum: Obi Cloth
- Replies (15)
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Hello there, so I bought Obi Cloth last week and decided to implement a proper goal net with it.
It happens that my goal net model consists of 4 planes linked each other, which no planes on 2 of its sides and normals flipped inwards.
Considering that my explanation might not be so clear, here's a small clip showing the model, the black sides represent the backfaces:
https://imgur.com/a/wljGT2P
Not sure if this is what the documentation meant by non-manifold mesh, probably yes, because I can't assign this mesh to a standard cloth blueprint...
So considering that my model isn't compatible, how should I model a goal net then, because this is my only idea about such an object should be built...
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Fluid transparency not working in URP |
Posted by: korzen303 - 20-04-2021, 01:50 PM - Forum: Obi Fluid
- Replies (2)
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Hi Obi,
it seems that the fluid transparency in URP is not working. When you compare the built-in pipeline at the video start we can clearly see the checker pattern through the fluid. At the video end in URP the fluid is opaque. I am using the latest LTS 2020.3.4f1 with default URP packages. I also tried in new URP project but same thing. Is this a bug / overlook or I am missing something in the URP setup.
Thanks!
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Limit GameObject Movement with Rope |
Posted by: gigass21 - 20-04-2021, 11:52 AM - Forum: Obi Rope
- Replies (5)
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Hello,
I started using Obi, it's a great tool however I found difficulties when trying to set up Obi Rope.
Here's the first question that i wanted to ask.
- Is it possible to use Obi Rope to limit movement of game object?
I tried Chain example and from the editor tried to pull the object but it seems like it can't be tested like that. This is what I wanted to achieve, i wanted to test to tie a dog, so a dog will try to chase you but the dog movement will be limited to the rope that tied to the dog.
I saw it's possible when adding rigidbody, however it creates a big shakes on the gameobject, is it possible if it's IsKinematic Rigidbody?
When using IsKinematic, the rope just getting longer following where the dog goes.
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