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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
Yesterday, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 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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Caution tape? |
Posted by: iandaviddunlop - 24-02-2021, 06:01 PM - Forum: Obi Rope
- Replies (1)
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Can I render a custom repeating texture across a "rope"? The texture would say something like "CAUTION DO NOT CROSS". The back and front sides would need to be different portions of the same texture (probably an offset).
Thanks.
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Instanced Cloth Not Appear In Builds |
Posted by: fluidman84 - 24-02-2021, 05:22 PM - Forum: Obi Cloth
- Replies (2)
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Hello,
I have created a script that Instances a Cloth Prefab clothing item and parents it under the solver character during runtime.
When I run the script system in the editor, everything behaves normally and the cloth is instantiated under the parent character and begins the cloth simulation as expected. However, when I deploy the same script in a Build, the clothing item does not appear in the scene when the I attempt to spawn the clothing item.
I have run several tests with the skinned cloth renderer both included and removed, and it is confirmed that the issue appears when the instanced item includes the obi skinned cloth and renderer.
Can you direct me as to what might be the issue that my prefabs will not appear in compilled builds when instanced at runtime?
Code: public GameObject femModel;
public GameObject thisClothing;
public GameObject[] clothingItem;
private bool clothingOn;
public GameObject dressObject;
// Start is called before the first frame update
void Start()
{
//Load clothing meshes (Assets/Resources/clothing/G8F_NicoleAgent.fbx)
clothingItem[0] = Resources.Load<GameObject>("clothingPrefabs/G8F_NicoleAgent");
clothingItem[1] = Resources.Load<GameObject>("clothingPrefabs/Blender_LoRes_Mini Beach Dress");
clothingItem[2] = Resources.Load<GameObject>("clothingPrefabs/G8F_Nightie_LoRes");
clothingItem[3] = Resources.Load<GameObject>("clothingPrefabs/G8F_Vision_Bikini");
clothingItem[4] = Resources.Load<GameObject>("clothingPrefabs/G8F_JoyUndies");
clothingItem[5] = Resources.Load<GameObject>("clothingPrefabs/G8F_XFashionSweatshirt");
clothingItem[6] = Resources.Load<GameObject>("clothingPrefabs/G8F_CowgirlOutfit");
clothingItem[7] = Resources.Load<GameObject>("clothingPrefabs/G8F_TropicalDayBikini");
clothingItem[8] = Resources.Load<GameObject>("clothingPrefabs/G8F_TropicalDayKimono");
clothingItem[9] = Resources.Load<GameObject>("clothingPrefabs/G8F_DarkNurse");
clothingItem[10] = Resources.Load<GameObject>("clothingPrefabs/G8F_HotTennisOutfit");
clothingItem[11] = Resources.Load<GameObject>("clothingPrefabs/G8F_Pantyhose");
clothingItem[12] = Resources.Load<GameObject>("clothingPrefabs/G8F_DeepNeckMiniDress");
clothingItem[13] = Resources.Load<GameObject>("clothingPrefabs/G8F_BellaLingerie");
clothingItem[14] = Resources.Load<GameObject>("clothingPrefabs/G8F_XFashionBohoChic02");
clothingItem[15] = Resources.Load<GameObject>("clothingPrefabs/G8F_UnderwearG8F");
clothingItem[16] = Resources.Load<GameObject>("clothingPrefabs/G8F_HotDress06");
clothingItem[17] = Resources.Load<GameObject>("clothingPrefabs/G8F_NovemberDress");
clothingItem[18] = Resources.Load<GameObject>("clothingPrefabs/G8F_XFashionCuteLingerie");
clothingItem[19] = Resources.Load<GameObject>("clothingPrefabs/G8F_AnimeLingerieSet02");
clothingItem[20] = Resources.Load<GameObject>("clothingPrefabs/G8F_Pubic");
clothingItem[21] = Resources.Load<GameObject>("clothingPrefabs/G8F_RecreationalOutfit");
clothingItem[22] = Resources.Load<GameObject>("clothingPrefabs/G8F_InfuseOutfit");
clothingItem[23] = Resources.Load<GameObject>("clothingPrefabs/G8F_BikiniCoverup");
}
public void ChangeOutfit(int OutfitVal)
{
Destroy(thisClothing);
thisClothing = Instantiate(clothingItem[OutfitVal]) as GameObject;
thisClothing.transform.parent = femModel.transform;
}
public void SpawnDress(int OutfitVal)
{
thisClothing = Instantiate(dressObject) as GameObject;
thisClothing.transform.parent = femModel.transform;
}
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Constant fluid flow |
Posted by: Kyiba - 24-02-2021, 08:22 AM - Forum: Obi Fluid
- Replies (2)
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Hello!
Is there a way to make fluid move constantly in specific direction or not change its velocity in its life time duration?
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calculate total deformation of a softbody |
Posted by: fewerhy - 21-02-2021, 01:58 AM - Forum: Obi Softbody
- Replies (1)
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Like the title says, any way for calculation of the total deformation of a softbody. The obiRope has calculate-length-function which can estimate the current total length. Does softbody has a function to calculate something like the total potential energy in it?
I would like to do some customized action when the total deformation exceeds certain value.
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Exceptions on scale 0 Obi rope |
Posted by: bobby - 19-02-2021, 04:03 PM - Forum: Obi Rope
- Replies (1)
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Hello Obi,
when I tween the obi solver size to 0, I get a lot of exceptions. is there any way to remove them? I tried setting solver.enabled to false, but then when I deactivate the solver gameobject, i still get exceptions "Assertion failed on expression: 'ValidTRS()'
It doesn't affect the gameplay, it's just that exceptions appear in the console.
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get position of particles |
Posted by: orestissar - 19-02-2021, 10:44 AM - Forum: Obi Cloth
- Replies (6)
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Hello,
I'm trying to retrieve the particle positions of 2 Obi Cloth Objectives.
In my scenario, i just created 2 flags with obi cloth blueprints. The two flags are on the same solver but in different world positions.
Code: ObiCloth cloth1 = Flag1.GetComponent<ObiCloth>();
ObiCloth cloth2 = Flag2.GetComponent<ObiCloth>();
cloth1 is assigned to the 1st Flag and cloth2 to the 2nd. All good so far (or at least i think so.)
However, when i use, for example:
Code: Debug.Log(cloth1.GetParticlePosition(0));
Debug.Log(cloth2.GetParticlePosition(0));
The result is exactly the same Vector3, despite the 2 flags being on different positions
No matter where i put the flags, the result is always the same.
Am i missing something? Any suggestions?
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Wind Demo Frames Drop |
Posted by: StudioTatsu - 15-02-2021, 06:37 PM - Forum: Obi Cloth
- Replies (2)
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In the Wind demo, using Burst Backend, it drops to 1-2 frames per second.
Oni backend works fine. No issues.
Tested in 2020.2.4f1, Obi 6.0
Heavy garbage collection coming from CreateConstraintsBatch.
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