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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
Yesterday, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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Soft Body not colliding 2D mesh |
Posted by: beatrichartz - 28-12-2020, 09:47 AM - Forum: Obi Softbody
- Replies (5)
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Hey there,
I freshly bought soft bodies and I do have a problem setting up a 2D project with soft bodies. I've created a planar mesh, generated a blueprint from it, and added the components for it to my 2D world.
Desired behaviour would be for the 2d planar circle mesh to behave like a bouncy ball, i.e. it should staunch on impact, just like the 3D soft balls in your soft ball demo.
I've uploaded my project here.
Currently what it does for me on Unity 2020.2.1f1 is the following:
- With normal unity RigidBody 2D and colliders, everything works smoothly
- When I add in the Obi Resolver, OniColliderworld and Obi Softbody components, frame rate goes down. Also, the collision stops to work, e.g. the ball goes through the floor.
- I've selected mode 2D, however I'm seeing the ball transform in Z position as well, which I think is not supposed to happen
This is probably a misunderstanding from my part since I'm new to this engine. My questions are:
- What am I doing wrong?
- Are there more in depth Obi 2D tutorials available?
Thanks
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actor‘s update time |
Posted by: FZMv587 - 28-12-2020, 09:45 AM - Forum: Obi Rope
- Replies (5)
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Hi!
I use actor.ResetParticles(); to reset rope to the former position.
When i use this is the actor data (like particles position) will be updated in the same time? or it will take a while?
If it need some times when can i use the new position data?
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Cloth not updated in builds |
Posted by: fluidman84 - 25-12-2020, 12:47 AM - Forum: Obi Cloth
- Replies (6)
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Using Unity 2020.1.15f1 with Obi Cloth v. 5.6.2.
Continuation of the project including Final IK in forum thread thread link. Everything simulating correctly in the editor as expected, but as soon as I export a PC build of the scene, there is no cloth simulation happening at all.
As a system test, I've exported the example scene "CharacterCloth" and it works in a build exactly the same way as in the editor.
What elements could contribute to the cloth not being simulated while in a build, but appearing fine in the editor. I suspect this this is a simple setting, but I cannot find a suggestion in the user docs.
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Fluid rendering issue on second camera when VR is active (URP) |
Posted by: Softscale - 23-12-2020, 10:17 PM - Forum: Obi Fluid
- Replies (4)
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Okay, got a real edge case here. I've got a project that is primarily VR, but I want to provide a way for the screen to display a different camera view rather than being a direct mirror of the VR camera. Previously I had set this up using a second camera in the scene with a higher priority than the VR camera, and it seemed to work well. Since upgrading the project to use URP, I'm noticing some irregularities in the way the second camera renders fluids, especially when changing priorities to show/hide this second camera view.
I've recorded a video showing the issue, which shows the URP settings - though they're pretty much defaults aside from enabling the depth/opaque texture for transparency.
https://www.dropbox.com/s/v2h92gextezcdo....webm?dl=0
In case it's hard to see there, I've basically just imported the SteamVR CameraRig prefab and set its camera's priority to 1, and set the second camera's priority to 2. I also set the second camera's "Target Eye" to "None (Main Display)", where the SteamVR camera has its Target Eye set to "Both". In the video I switch the VR camera's priority to 3 so the VR view is shown in the Game window, then set it back to priority 1.
There are actually a couple different issues that seem to be present. Even before changing the priority, the rendering of the fluids doesn't look quite right in the Game view from the second camera - the fluid isn't blended/smoothed together as much as it is in the Scene view, or later in the VR camera's view. Then after changing the priority and changing it back, the fluid almost disappears entirely in the second camera's view.
Now realistically I wouldn't enable or disable this second camera view by changing priorities, I would just activate/deactivate the entire GameObject so it doesn't get rendered anymore, and if I do that then the second issue of the invisible fluid does not happen. However, the smoothing issue is still happening on the second camera in that case.
I've noticed that I can't recreate this in a non-VR project - it only seems to happen when VR mode is active and a camera with Target Eye of "Both" is being controlled by the VR headset.
(Unity 2019.4.15f1, URP 7.5.2, Obi Fluid 5.6.1)
Any ideas what would be causing this, or if there's a way to fix it? This isn't a huge priority since it isn't a major feature of the game, but it would be nice to have if there's a fix for this.
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Vuforia AR and OBIFLUID |
Posted by: nskok - 23-12-2020, 10:13 PM - Forum: Obi Fluid
- Replies (1)
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Two questions:
What are the requirements for adding an emitter solver to a Vuforia AR scene in unity?
I am having a particle size issue.
Second:
I resize my emitter by changing the dimension (in this case the disk radius) to be smaller to fit my container; however I am only receiving one particle being emitted (using burst emission).
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Cutting Cloth |
Posted by: Spectra_7 - 23-12-2020, 07:38 PM - Forum: Obi Cloth
- Replies (1)
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Hi.
I was searching through forums looking for cutting cloth on collision like Knife. I did came across a thread where you mentioned these 3 steps:
Code: [1] Detect contacts between the knife and the cloth particles.
[2] Get the contact particle index, and find out which constraint (s) involve that particle by iterating over all constraint batches.
[3] Call cloth.Tear() passing a StructuralConstraint struct, that references the constraint and its batch.
I got the contact particle index, but I am stuck and confused by iterating over all constraint batches by involving that. How exactly to do that?
I saw the ApplyTearing() function, but I think it only iterates through Distance constraint batch. Also what exactly is constraint batch?
Please help. Thank you.
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problem of particle position |
Posted by: FZMv587 - 23-12-2020, 02:11 PM - Forum: Obi Rope
- Replies (3)
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Hi bro.
I make a rope and move it in runtime.
Now,i want to get some particles world position but i failed.
I use
Code: actorIndex = rope.blueprint.groups[0].particleIndices[0]
to get actor index of this particle.
And i use
Code: solverIndex = actor.solverIndices[actorIndex]
to get solver index of this particle
Finally,i use
Code: position = actor.GetParticlePosition(solverIndex);
to get world position of this particle
Problem is this position is not change when i move rope, so i think maybe it is a local position.
Could you help me to get world position of particle?
Think you,waiting for you repose.
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