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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
» Replies: 40
» Views: 4,797
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How to fallow rope |
Posted by: eisen - 25-01-2021, 09:35 PM - Forum: Obi Rope
- Replies (1)
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When i press play i want my charachter follow the rope start to end. How can i follow with code ?
Do i need to get particle positions ? if so how can i reach particle positions from code ? or are there any alternative way ?
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Dynamic collisions (AR mesh colliders) |
Posted by: Adrien - 25-01-2021, 08:28 PM - Forum: Obi Fluid
- Replies (1)
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Hello,
We are currently working on a demo to showcase the new Apple augmented reality Lidar feature and we would like to use obifluid in order to make a cool fluid simulation effect.
Our current challenge is that meshing reconstruction of the environment is done in realtime and can change anytime at runtime. Whereas physics in obifluid is initialized at start and mesh collider is not intended to change during the simulation.
We know that dynamic mesh collider is not the best use case for physics engines and fluid simulation (tunneling issue and expensive computation).
For now our workaround is to update the mesh collider at runtime (as already discussed here) every X seconds. But this method causes some lag during this reinitialization.
We'd like to get your input in order to use obi fluid as best as we can.
We also had some ideas to explore but wanted to get your opinion on them first: - We have access to a depth map that gives us an estimation of the surrounding topology to extract the collisions infos; Is it possible to easily bind the depth values to the distance field approach of obifluid and is the initialization not to expensive?
- Maybe create an initialization process that involves multiple frames to avoid spikes of lag. For example by using coroutines and by waiting the end of the process before relaunching the simulation.
Thanks,
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How to change gravity in script during runtime? |
Posted by: Lazerpants - 23-01-2021, 11:47 PM - Forum: Obi Fluid
- Replies (4)
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I've just gotten Obi Fluid, and after a lot of experimenting and tinkering, managed to get it to work reasonably well in a Unity project I'm working on. Really cool! However, I would like to/need to be able to change the X and Y gravity Obi Solver settings in script during runtime, but don't see how this is done. I've been looking at the API docs and haven't found what I would need in order to accomplish this. I'm using Unity 2020 and C#.
Any help is appreciated!
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Reduce rope movement? |
Posted by: Xanduffy - 22-01-2021, 08:22 PM - Forum: Obi Rope
- Replies (6)
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Hi, I'm currently working on incorporating obi rope into a VR project, and I'm having some difficulty getting the rope to behave realistically/reasonably in response to being thrown or moved as it tends to bounce and swing wildly for far too long. I've tried adjusting the stretching scale and compliance(best results seem to be ~0.7 scale with 0 compliance) however reducing the scale too much presents other issues. Is there a straightforward way to somehow dampen the rebound response so that the rope settles quicker, rather than bouncing for well over a minute?
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destroy/disable Obi fluid particles |
Posted by: sadiq - 21-01-2021, 01:27 PM - Forum: Obi Fluid
- Replies (1)
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I'm using Obi fluid for mobile devices and optimization is a major step for them. I need to destroy or disable the particles so that only visible particles are loaded and there aren't any performance issues.
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