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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 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
» Replies: 1
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,020
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Rope Walking |
Posted by: khushildep - 19-12-2020, 01:58 AM - Forum: Obi Rope
- Replies (1)
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Does anyone have an idea on how to get a character with a capsule collider and an obi collider added to walk on a rope? I can't seem to jump on the rope at all and when I land on it from above, I just fall through it...
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Simple and efficient way to make Obi Fluid rise/lower in a cylinder container |
Posted by: zkkzkk32312 - 18-12-2020, 05:58 AM - Forum: Obi Fluid
- Replies (7)
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Hello,
I am looking for some help to make a simple Oil Fluid project that are
-Contained in a cylinder container for its entire life (liquid in a tank)
-Has the ability to rise up and lower down (to the max height of the tank or to empty tank)
-Uses the less amount of resources because of the limited functionality required as listed above
So far I was able to use the burst mesh emitter to fill the tank when the scene start
but I am getting terrible FPS from the blueprint that I am using (this is my assumption, my blueprint's settings is the problem?)
240 fps vs 20 fps when the sovler is enabled vs disabled
josemendez if you can give me any hint it will be awsome.
thanks,
Zack
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Cloth scripted particle attachment in runtime |
Posted by: ben_monash - 17-12-2020, 08:50 AM - Forum: Obi Cloth
- Replies (2)
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Hi,
I am trying to simulate cloth manipulation in Unity 2019.6.16 and Obi Cloth 5.
Currently, I am attaching a sphere to a particle group on the cloth and have written a script allowing me to control the sphere with my mouse (images below).
I want to be able to grasp (click) anywhere on the cloth and manipulate it, and I know there is a better way than creating a few hundred spheres and attaching them individually to each particle in the cloth.
My issue is that I am fairly new to Unity and Obi Cloth, and I am totally stuck on how to script this type of interaction. Specifically, I am not quite sure where to start, should I be modifying the "ObiParticleAttachment.cs" associated with the cloth, or should I create a new .cs file? If I create a new .cs file then how do I access/reference my cloth and its "Obi Particle Attachment" component?
Thanks,
Ben
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Difference between URP shaders for v5.6.2? |
Posted by: zkkzkk32312 - 17-12-2020, 12:59 AM - Forum: Obi Fluid
- Replies (2)
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Hello,
I am new to using Obi Fluid v5.6.2 in URP in 2019.4+,
I notice that there are 3 different URP shaders
-FluidShaderURP
-ParticleShaderURP
-SimpleParticleShaderURP
I tried to playing with all the example scenes by using the above 3 shaders on the emitter and noticed only the particleShaderURP would actually render
My question what are the difference between them and when should I use the other 2 shaders?
Thank you
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Best way to remove particles at runtime |
Posted by: ary1111 - 16-12-2020, 07:47 PM - Forum: Obi Fluid
- Replies (2)
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So I'm trying to have particles disappear when they collide with an object. I have tried three methods but all seem to cause the emitter to behave weird. When the particles collide with the object they do disappear but it seems like at a certain point (30 seconds in), particles just disappear as soon they emitted when I use either one of these methods.
Code: private void Solver_OnCollision(ObiSolver s, ObiSolver.ObiCollisionEventArgs e)
{
var world = ObiColliderWorld.GetInstance();
foreach (Oni.Contact contact in e.contacts)
{
// look for actual contacts only:
if (contact.distance < 0.01f)
{
var col = world.colliderHandles[contact.other].owner;
if (col.tag == "Outlet")
{
Debug.Log("Remove Particle");
if(method1)
emitter.solver.actors[0].DeactivateParticle(contact.particle);
else if(method2)
emitter.life[contact.particle] = 0;
else if(method3)
emitter.KillParticle(contact.particle);
}
}
}
}
Is there a standard way for removing specific particles when a collision takes place?
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