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Stretching verts uniforml...
Forum: Obi Softbody
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Scripting rod forces
Forum: Obi Rope
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Burst error causing crash...
Forum: Obi Rope
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Controlling speed of emit...
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
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The Limitation of Using O...
Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
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29-08-2025, 09:05 AM
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Merging Cloth and Softbody Obi error |
Posted by: fluidman84 - 03-03-2021, 07:43 PM - Forum: Obi Softbody
- Replies (2)
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I am attempting to introduce the ObiSoftbody components into a project that contains Obi Cloth. I've updated both packages to the current (6.0.1) versions, but for some reason still receiving an error.
Code: Assets\Obi\Scripts\Softbody\Actors\ObiSoftbody.cs(27,30): error CS0115: 'ObiSoftbody.surfaceCollisions': no suitable method found to override
I've updated the ObiActor script in Obi\Scripts\Common\Actors as I thought that contains surfaceCollisions, but I still receive the error. Any suggestions?
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OBI Fluid and transparent objects in URP |
Posted by: EmreO - 03-03-2021, 06:24 AM - Forum: Obi Fluid
- Replies (5)
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Hi.
I need some help with rendering OBI Fluid and other objects with transparent shaders in URP. I tried different blending options in OBI Fluid renderer, also tried custom transparent shaders with high render queue values for my transparent objects, but it keeps rendering OBI Fluid always after (and over) other transparent objects.
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Linking the positions of actors and other objects |
Posted by: NakanHogeri - 28-02-2021, 02:00 PM - Forum: Obi Rope
- Replies (2)
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Currently, I'm trying to place an empty object in each of the two Obi Rope's approximate centers in the same solver.
Hierarchy is as follows.
Code: □Obi Solver
-rope1
-rope2
□pointObject1
□pointObject2
The following script is pasted on each rope.
Code: ObiActor actor;
public GameObject pointObject;
int ropeCenterIndex;
void Awake()
{
actor = this.gameObject.GetComponent<ObiActor>();
ropeCenterIndex = actor.solverIndices.Length / 2;
}
void Update()
{
var position = actor.solver.positions[ropeCenterIndex];
pointObject.transform.position = new Vector3(position.x,
position.y,
position.z);
}
For the "public GameObject pointObject" part, I manually put pointObject1 in rope1 and pointObject2 in rope2 from the Inspector.
When this is done, the center of rope2 and pointObject1 will move in tandem, and pointObject2 will not move from its original position, which is a strange state.
How can I get each pointObject to work with the center of each rope?
Sorry for always a beginner question.
Thank you.
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