Search Forums

(Advanced Search)

Latest Threads
How to dynamically change...
Forum: Obi Rope
Last Post: josemendez
50 minutes ago
» Replies: 5
» Views: 125
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 817
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 190
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 258
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 758
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 244
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 147
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,254
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 258
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 138

 
  Solver Error
Posted by: Xanduffy - 13-02-2021, 03:49 PM - Forum: Obi Rope - Replies (2)

Figured I'd begin a new thread as this isn't strictly related to the grabbing issue Jose helped me with recently. I woke up this morning to the following console error:

Code:
ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <9577ac7a62ef43179789031239ba8798>:0)
Obi.ObiTriangleMeshContainer.GetOrCreateTriangleMesh (UnityEngine.Mesh source) (at Assets/Plugins/Obi/Scripts/Common/Collisions/ObiTriangleMeshContainer.cs:78)
Obi.ObiColliderWorld.GetOrCreateTriangleMesh (UnityEngine.Mesh mesh) (at Assets/Plugins/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:229)
Obi.ObiMeshShapeTracker.UpdateIfNeeded () (at Assets/Plugins/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:38)
Obi.ObiColliderBase.UpdateIfNeeded () (at Assets/Plugins/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:189)
Obi.ObiColliderWorld.UpdateWorld () (at Assets/Plugins/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:362)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiUpdater.cs:40)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)


It's throwing from the solver that handles the grapple rope, but no changes were made to the rope recently, only to the grappling hook, and the particle attachment was redirected to that new model. The rope isn't simulating and it's preventing other scripts from executing, any ideas?

Print this item

  Multiple renderers in URP
Posted by: corel - 13-02-2021, 04:31 AM - Forum: Obi Fluid - Replies (4)

Hi,

Is it possible to have multiple renderer passes in URP specific to separate emitters? I aim aiming to have distinct fluids in a scene with different refraction and blending modes, but I can't seem to find where to select specific emitters in the obi fluid renderer feature. I thought this was possible using the standard pipeline when the renderer script was attached to a camera, apologies if I've missed something obvious.

Cheers!

Print this item

  Getting actors from bodyA and bodyB in Obi 6.0?
Posted by: MattS - 12-02-2021, 10:54 PM - Forum: Obi Softbody - Replies (6)

Hi!

I've updated to Obi 6.0 and replaced contact.particle with contact.bodyA and contact.other with contact.bodyB, but when I collide 2 actors now, after the first collision or so none of the contacts are the 2 actors involved in the contact; most are null. 

Code:
public void OnSoftParticleCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
    foreach(var contact in e.contacts)
    {
        if(contact.distance<0.01f)
        {
            var thisActor = m_solver.particleToActor[contact.bodyA]; // often null
            var otherActor = m_solver.particleToActor[contact.bodyB]; // often null
            ...

world.colliderHandles doesn't seem to be right either. I was wondering, what is the correct way to get the 2 actors involved in a softbody/softbody collision now?

Thanks!

Matt

Print this item

  Surface-based collision option not working
Posted by: budosuyu - 12-02-2021, 03:04 PM - Forum: Obi Rope - Replies (5)

It doesn't seem to work for us. Ticked or not it works the same way it did with the previous versions. Am I doing something wrong? Are there any additional settings I should be aware of? 

I wish there were a demo scene specifically for this new feature as we have seen in the new demo videos.

Can you please help me out?

[Image: 1.jpg]



[Image: 2.jpg]


[Image: 3.jpg]


GIFS: 

[Image: rope.gif]

[Image: rope2.gif]

Print this item

  rope setting at the starting point goes
Posted by: 0hsyn1 - 12-02-2021, 02:25 PM - Forum: Obi Rope - Replies (4)

Hi,
first picture, before starting game.
second image after starting unity.
the third picture shows that the rope arrangement is correct.

What could be the rope issue when I start Unity?

I'm sorry for my bad english.

Thank you.



Attached Files Thumbnail(s)
       

.png   3.PNG (Size: 14.33 KB / Downloads: 13)
Print this item

  Detecting Particle Collision
Posted by: berko - 12-02-2021, 02:07 PM - Forum: Obi Fluid - Replies (1)

Hi there,
-I want to detect particles contacting each other.  Then I will try to move those particles together either applying force or setting their velocities.
I tried solver.OnParticleCollision but I doest work for me.



Thanks in advance

Print this item

  Pulling Rigidbodies with bigger mass
Posted by: Eddy13 - 11-02-2021, 02:15 PM - Forum: Obi Rope - Replies (3)

Hello, 

I recently updated an old project and I see that there are some changes to the asset, and I can not recreate the old obi rope behavior that I had before. Unfortunately I could not find a solution in documentation, sorry if I missed it. Basically what I need is to use the rope to pull heavier objects. Kind of similar to crane example, but lets say if I need to pull Rigid body that has a mass of say 2000-4000. Right now if I try to pull a heavy Rigid body by changing rope length, the rope does not generate any pull. In the older Obi version I was able to set it up, but I don't remember exactly what I did, or did Obi rope had a much different behavior out of the box?

Print this item

  Increase scale of softbody?
Posted by: RMHgames - 11-02-2021, 01:06 PM - Forum: Obi Softbody - Replies (4)

When I try to grow softbody sphere, there's a really bad render bug (See attached)

Any fix?

Print this item

Triste Obi Collider with Custom Collider
Posted by: Torchbiz - 11-02-2021, 02:01 AM - Forum: Obi Fluid - Replies (1)

Hello all,

I am aiming to make a potion-mixing simulator and I am attempting to create a bottle to put liquid inside of. I am using Unity 3D and I have downloaded a Compound Collider script that allows concavity, and creates a compound collider by adding multiple mesh colliders as children of the desired object. I currently tried to add an Obi Collider script onto every child object that is made of the colliders. In theory this should work, but the liquid is still falling through. 

Is there a way I can have the Obi Collider script communicate with this compound collider? If this isn't simple is there a possible way to complete this through scripting? Any and all help appreciated! I have attached photos below.

Print this item

  apk build for Oculus Quest 2
Posted by: rrrohannn - 10-02-2021, 10:33 AM - Forum: Obi Cloth - Replies (1)

Hi, I'm trying to build a simple scene with Obi Cloth for Oculus Quest 2 for testing purpose. I'm getting the following errors while building an apk file for Quest 2 posted in the screenshot. I've tried numerous ways from the forum to eradicate the errors but they were of no use. Can anyone help me with the technicalities for building an apk with Obi Cloth in it? Indeciso



Attached Files Thumbnail(s)
       
Print this item