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Looks nice on editor but ...
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Having an issue with obi ...
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Non-uniform particle dist...
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color from viscosity causes fatal error |
Posted by: sterlingcrispin - 21-01-2021, 05:26 AM - Forum: Obi Fluid
- Replies (1)
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Hey small bug report:
if ColorFromViscosity is added to an emitter and ViscositySurfTensionToUserData is not present there are some strange explosions of value, the scripts seem to rely on one another the way they are written right now
A simple fix might be to RequireComponent in the color script , or at least throw a warning/error in the editor log explaining to new users that if you add the color script, you probably also want the script that populates those values
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I want to create an event when clothes touch a particular object. |
Posted by: k2xh0115 - 21-01-2021, 03:40 AM - Forum: Obi Cloth
- Replies (2)
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I tried using http://obi.virtualmethodstudio.com/tutor...sions.html, but I wanted to find an easier way.
So, I'm trying to contact using obicontacteventdispatcher.
(Enter/Stay/Exit) works satisfactorily and satisfactorily.
But what I want is to operate it when a particular collider touches it.
For example, typically in Unity,
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "testModel")
{
//func();
}
}
In this way, only objects named "testModel" can be contacted, but I tried many things using obicontacteventdispatcher, but I couldn't. Could you tell me how to contact only certain objects?
Thank you for your quick response.
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SimpleFluid doesn't render on iOS (OpenGL 3.0) |
Posted by: Hanyi - 19-01-2021, 10:01 PM - Forum: Obi Fluid
- Replies (2)
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Hello,
I’m unable to get obi simple fluid scene to work on iOS with OpenGL 3.0, the scene runs but the fluid can’t be seen. The same scene runs fine on iOS with metal and android with OpenGL 3.0. Any idea how to get it to work?
Versions used:
Unity version: 2019.4.12f1
MacOS Catalina
Xcode 12
Iphone 7
IOS 14
Error Message:
2021-01-20 03:37:49.510663+0800 TestObi[849:218514] Built from '2019.4/staging' branch, Version '2019.4.12f1 (225e826a680e)', Build type 'Release', Scripting Backend 'il2cpp'
-> applicationDidFinishLaunching()
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Renderer: Apple A10 GPU
Vendor: Apple Inc.
Version: OpenGL ES 3.0 Metal - 68.8
GLES: 3
GL_OES_standard_derivatives GL_KHR_texture_compression_astc_ldr GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_texture_filter_anisotropic GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level <OpenGL ES 3.0> ; Context handle -2082795264
OPENGL LOG: OpenGLES3 is deprecated on this platform
Initialize engine version: 2019.4.12f1 (225e826a680e)
2021-01-20 03:37:49.951373+0800 TestObi[849:218514] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x1035319f0>.
UnloadTime: 4.009625 ms
Setting up 1 worker threads for Enlighten.
Thread -> id: 16e1c3000 -> priority: 1
Obi Fluid Renderer not supported in this platform.
Obi.ObiFluidRenderer:Setup()
Obi.ObiBaseFluidRenderer:OnPreRender()
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
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Dynamic Batching with Chain |
Posted by: chrisemc - 19-01-2021, 05:03 PM - Forum: Obi Rope
- Replies (1)
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Hiya,
We are trying to use Obi Rope with a Quest 2.
Right now we are using the chain renderer and wanted to know if its possible to use dynamic batches with the chain links.
We have a length of chain attached to an anchor with links being added as it sinks.
Problem being that each link gets treated as one batch and we quickly run into performance issues, even though from my understanding the chain links meet the requirements to be batched together (same model, material, and under the required vertex limit).
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ArgumentNullException: Value cannot be null. Parameter name: key |
Posted by: diegoaguirreh - 16-01-2021, 02:56 AM - Forum: Obi Cloth
- Replies (2)
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Hello everyone!
Hope you have a great weekend. LongStory-Short Story im getting this error
"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/Obi/Scripts/Common/Collisions/ObiTriangleMeshContainer.cs:78)
Obi.ObiColliderWorld.GetOrCreateTriangleMesh (UnityEngine.Mesh mesh) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:229)
Obi.ObiMeshShapeTracker.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:38)
Obi.ObiColliderBase.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:189)
Obi.ObiColliderWorld.UpdateWorld () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:362)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:40)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)"
I'm using Unity 2020.2 and I everything was fine until I updated to the new Obi cloth.
Please HELP! I'm going to lost my job if I don't figure this out soon.
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