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  No movement
Posted by: CamperJohn - 27-04-2021, 08:28 PM - Forum: Obi Rope - Replies (10)

I believe I have everything set up correctly, but when I press play, there is no motion (physics) applied to the rope.  Does gravity need to be set somewhere within Obi Rope?  The rope during play mode is the same within Scene mode...no motion...rope is stiff.  The image is while in play mode.



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Exclamación Build failure - Obi shader errors
Posted by: timconkling - 27-04-2021, 05:55 PM - Forum: General - Replies (5)

I've just added ObiCloth to my project, and am trying to create a build. The build fails with several errors during shader compilation.

My setup:
- Compiling a Windows build
- Unity 2020.3.5f1 (the latest LTS release)
- ObiCloth 6.0.1 (the latest from the Asset Store)
- I'm using the Standard renderer - so it's possible I should just be removing those URP particle shaders from my project? (Two of the errors refer to URP shaders, and 2 refer to Standard shaders.)

Code:
Shader error in 'Particles/Alpha Blended Premultiply Lit': 'UnityObjectToViewPos': no matching 1 parameter function at line 61 (on d3d11)

Compiling Vertex program with SOFTPARTICLES_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

Shader error in 'Particles/Alpha Blended Premultiply Lit': invalid subscript 'vertex' at line 61 (on d3d11)

Compiling Vertex program with SOFTPARTICLES_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

Shader error in 'Obi/URP/Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/ThirdParty/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)

Compiling Vertex program with _MAIN_LIGHT_SHADOWS
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Disabled keywords: _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

Shader error in 'Obi/URP/Simple Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/ThirdParty/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)

Compiling Vertex program with _MAIN_LIGHT_SHADOWS
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Disabled keywords: _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

Error building Player: 4 errors

Build completed with a result of 'Failed' in 96 seconds (95527 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <411aa9fd83b6416fab626ca292954771>:0
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <411aa9fd83b6416fab626ca292954771>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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  How to make Obi Fluid work in Oculus Quest 2
Posted by: alpaib - 27-04-2021, 04:42 PM - Forum: Obi Fluid - Replies (6)

Hello, I recently bought your asset, but I can't get it to work in Oculus Quest 2 (not rendering).

I've been reading some posts, but I can't find how to make it step by step.

Would be thankful if someone helps me.

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  distance constraint, stretching scale bug
Posted by: Hakazaba - 27-04-2021, 04:07 AM - Forum: Obi Cloth - Replies (2)

The stretching scale variable distorts meshes in an incorrect way, some constrants actually extend instead of retracting when it is lowered. Resulting in very messy meshes.
 
Link to video demonstrating differences in two mirrored meshes as stretching scale is altered:

https://gyazo.com/2b07c7a5b333ed802d32c35a70d56b10

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  Rope Collision
Posted by: Caduceus - 26-04-2021, 04:31 PM - Forum: Obi Rope - Replies (2)

Hello

Look at this:

https://youtu.be/68SvwjqlTg0

Floor box have Box collider and Obi Collider. But rope dont see floor collider.
Why?

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Exclamación Pink objects and no fluid
Posted by: Uthon - 24-04-2021, 01:54 AM - Forum: Obi Fluid - Replies (4)

I'm using ObiFluid 6.0.1 and Unity 2021.1.4f1. When I load any of the demo scenes the geometry is all pink, and there is no water when I hit play.

Going to Edit > Render Pipeline > URP > Upgrade Project Materials seems to fix the pink issue with the geometry, but the fluid source remains pink and no water appears during play.

I get the same behaviour in HDRP.

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  Shader error in 'Obi/URP/Simple Particles'
Posted by: hitchhikers - 23-04-2021, 12:33 PM - Forum: Obi Rope - Replies (2)

Hi! 

I seem to have trouble with building my unity project and I don't really understand why.

I'm using oculus quest and photon 2 and the project had no problems before I tried to add a rope to the game.

I got these error messages:

Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(5) (on gles)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(5) (on gles3)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(6) (on gles)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(6) (on gles3)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(7) (on gles)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(7) (on gles3)

How do I fix this?

Thank you 

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  Crashes when invMasses is set to zero
Posted by: momns - 23-04-2021, 10:55 AM - Forum: Obi Fluid - Replies (4)

Please excuse my English!

I need to stop the fluid from moving (I don't want it to flow any more).
I stop the movement of the fluid by doing the following



Code:
for (int i = 0; i < emitter.solverIndices.Length; ++i){
            int solverIndex = emitter.solverIndices[i];
            float invMass = emitter.solver.invMasses[solverIndex];
            emitter.solver.invMasses[solverIndex] = 0;
}





However, when I run this code, the fluid display disappears and a crash occurs.

The error is as follows

What are the possible causes?



Code:
Converting invalid MinMaxAABB
UnityEngine.Mesh:SetVertices (System.Collections.Generic.List`1<UnityEngine.Vector3>)
Obi.ParticleImpostorRendering:Apply (UnityEngine.Mesh) (at Assets/Obi/Scripts/Common/Rendering/ParticleImpostorRendering.cs:39)
Obi.ParticleImpostorRendering:UpdateMeshes (Obi.IObiParticleCollection) (at Assets/Obi/Scripts/Common/Rendering/ParticleImpostorRendering.cs:150)
Obi.ObiParticleRenderer:DrawParticles (Obi.ObiActor) (at Assets/Obi/Scripts/Common/Rendering/ObiParticleRenderer.cs:80)
Obi.ObiActor:Interpolate () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1189)
Obi.ObiSolver:Interpolate (single,single) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1622)
Obi.ObiUpdater:Interpolate (single,single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:110)
Obi.ObiFixedUpdater:Update () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:62)

Mesh 'Particle impostors': abnormal mesh bounds - most likely it has some invalid vertices (+/-inifinity or NANs) due to errors exporting.
Mesh bounds min=(nan, nan, nan), max=(nan, nan, nan). Please make sure the mesh is exported without any errors.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)



And I saw in another thread that you also need the following code to stop the fluid.

It seems that solver does not have UpdateParameters in the current version.



Code:
emitter.solver.distanceConstraintParameters.enabled = false;
emitter.solver.UpdateParameters();

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  Obi Collider Not Colliding
Posted by: bwaffles - 23-04-2021, 08:14 AM - Forum: General - Replies (2)

Obi as a whole for me is all very new, so I hope this isn't too stupid of a question, but I'm trying to get Obi's physics to work with VR and I can't get my hands to collide with anything. I've tested boxes and normal collisions in my scene and everything works ok, but I add a collider to my hands and it just passes through everything. I did find in the documentation to check phases, but that didn't change anything either. Anyways, I know this is probably a stupid question, but if anyone can point me in the right direction I'd be grateful.

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  Dynamic attachment
Posted by: Caduceus - 23-04-2021, 08:00 AM - Forum: Obi Rope - Replies (3)

Hello

I have next rope:

   

Here is Settings of rope:

[Image: 2.png]

Here is settings of Balls:

[Image: 3.png]

I want to drag a rope using red ball and yellow ball. Rope must NOT changing a length.

But result is so:

   

   

What I doing wrong?


Sorry for big images.

I research what in your Chain demo you setup Phase on end point of chain to zero.
I put 0 for Phase in my rope end points and this is particullary help.

But there are still distance if I drag end of rope. Look:

   

How I can create hard link between attachment and rope?

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