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  Slide along attachment point
Posted by: llevine - 09-12-2020, 04:28 AM - Forum: Obi Rope - Replies (3)

Hello, thanks for this great extension. Sorry if this is a basic question but is there a way to slide a rope along an attachment point? I'd like the rope to react the way it currently does with an attachment point, but when enough force is applied to the rope it pulls the rope through using the attachment point to anchor the position. If there isn't a simple way to do this, would it be possible to use a cursor to increase the length on the side that's being pulled and decrease it on the other simultaneously? I'd really appreciate any thoughts. Thanks.

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Lengua How can I achieve these results? (character clothing problem)
Posted by: Chironyx - 08-12-2020, 11:57 PM - Forum: Obi Cloth - Replies (1)

Heya guys!
I have a layered skirt, currently stuck on the very first layer out of 3.
The problem is that the top part of the skirt is supposed to be held in place, unsimulated even:

[Image: fnSVoxE.png]

In red - how the skirt is supposed to sit on her body, the upper part is partly metallic and is supposed to hold the entire upper ring of the skirt close to her body.

In orange - what happens when I press play, the upper part gets pulled down, it also does so in somewhat of a meshy-mess, in this picture you can also see why I'm using obi cloth in the first place - the character's legs are going to interact with the skirt in most animations and I wanted them to not clip through it.

In green - The two meshes separated, as you can see I have the skirt as another object, I've separated them after I saw that the clothing in the demo scene is separated, another reason that it has to sit well on the character is that the character has no modelled abdomen, since with the way the clothes are designed you're not supposed to ever see it either way.

I've tried watching the character cloth basics video, I've also tried tethering that part of the dress, but nothing has worked so far,
can someone point me in the right direction to simulate this, so that I can continue to simulating the other layers of the skirt?
Thank you for your time!~♪

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  How can I disable all Obi's scripts? (for performance)
Posted by: emz06 - 08-12-2020, 07:27 PM - Forum: Obi Fluid - Replies (1)

I'm testing out my mobile game and it's very sloppy at the moment.

I am looking at ways to improve the performance


I tried disabling all 4 solvers, their emitters (and all their scripts), the particle renderers (from ObiFluidRenderer).
It seems that this strategy doesn't work because I still get lots of computations in Fixed Update from Obi scripts.


Basically, I would like the Obi scripts to work only on short periods of time, only when a fluid is shown (and never otherwise).


How can I disable all scripts from Obi Fluid, so that I don't see any of them in the Profiler? (Or maybe disable the very first Obi script which triggers all other scripts)

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  How can i use obi rope in unity with totally script?
Posted by: FZMv587 - 08-12-2020, 08:49 AM - Forum: Obi Rope - Replies (3)

Hi,i am new here。
I am a student,in my study i need use a rope model and neural network in the same time。
So i need use obi rope with totally script。
But, i have no idea how to start it。
Is there any example c# code files about how to create a rope,how to change the position ,how to initialize rope in the screen so i can see it ,and so on....
I really need help,thank you。

By the way,i use obi rope 5.6.2

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  After update I get "ArgumentNullException: Value cannot be null"
Posted by: emz06 - 07-12-2020, 11:05 PM - Forum: Obi Fluid - Replies (6)

Hey,

I just updated to the latest version, and I was using an older version from April.

Now I get this error for every solver in the scene on every frame.
Any idea what is wrong?

I tried to delete the whole Obi folder and reimported but it didn't help.



ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <fb001e01371b4adca20013e0ac763896>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <fb001e01371b4adca20013e0ac763896>: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)



Also, when I try to Build my project I get this. Any idea why this is happening?


Shader error in 'Obi/URP/Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(5) (on metal)

Compiling Vertex program
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING

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  Scripting sleeping particles
Posted by: ibbybn - 07-12-2020, 03:22 PM - Forum: Obi Cloth - Replies (7)

Hey there,

I'm trying to build a big underwater kelp forest and for this I experimented with having the big kelp as obi cloth actors.
Each of them are around 500 particles so I'm planning to have maximum up to 10 active at any moment.
The sleep threshold on the solver is always at 0 so they move themselves within the turbulent water.

How can I tell the Burst-Backend solver which particles are sleeping and which active and to ignore the sleep threshold?
 
Already tried disabling ObiClothRenderer but that just stops the rendering and still simulates the particles it seems.
Next thing to try is one solver per Kelp but I'm guessing performance will tank and they won't interact with each other this way.
Is there a simpler solution I havent found yet?

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  Falling clothes
Posted by: Sloon - 07-12-2020, 12:28 PM - Forum: Obi Cloth - Replies (6)

Good afternoon. There was such a question:

How to implement that the clothes could fall (the jacket fell from the chair, or as in the movies, the person disappeared and the clothes fell at the place of disappearance)?

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  OBI Fluid Emitter Color
Posted by: jojacobs - 06-12-2020, 01:59 AM - Forum: Obi Fluid - Replies (1)

Hi, I'm having problems to change the emitter color of OBI fluid. I try to get an good fluid water effect with transparency (see image OBI_Fluid_Color) but I do not get there. Second: The green emitter on the upper left should be like slime and not like little balls... 
Any Help?

Thanks in advance

JO



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  Obi.ObiCollider.idToCollider gone in update
Posted by: VirtualCucumber - 05-12-2020, 11:21 PM - Forum: Obi Rope - Replies (1)

I just updated from 5.3 and so far the changes look amazing, especially with the back-ends but I used:


Code:
Component collider;
if (ObiCollider.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){

    // Function to do when particle collides with collider

}
This is scrapped in the new updates. I see the new CollisionEventHandler class but I'm wondering how can get the other collider from the contacts.Data[i].other field.

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  Need older fluid DLL
Posted by: 0xhex - 05-12-2020, 08:03 PM - Forum: Obi Fluid - Replies (1)

Hello,i need dll files folder for iOS and standalone production,

my game crash due to new dll files,

I need older than August dll fileses.

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