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Stretching verts uniforml...
Forum: Obi Softbody
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13-09-2025, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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Controlling speed of emit...
Forum: Obi Fluid
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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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Alembic Cache Mesh as Collider? |
Posted by: mattstrangio - 31-10-2020, 08:04 PM - Forum: Obi Rope
- Replies (2)
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Hello,
I have an animation in Maya that I exported out as an alembic cache, and have successfully imported into Unity as a GameObject. I was hoping to use that animated GameObject as a collider for a ObiRope. Basically, it's an animation of a horse, and I was looking to create the reins and sim them using ObiRope. I can get the child mesh to act as a collider, but only the first frame mesh of the alembic cache. It's not the entire animated GameObject. Any advice for what I'm trying to achieve?
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Strange shadow rendering issue when world-space UI element is visible (URP) |
Posted by: Softscale - 29-10-2020, 01:04 PM - Forum: Obi Fluid
- Replies (3)
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I'm in the process of upgrading a project to use URP, and ran into an odd issue with the fluid renderer - the shadows received by the fluid seem to render differently depending on whether there is a world-space UI element like image, text, button, etc. visible to the camera.
I noticed this in a project with Obi 5.6, Unity 2019.4.13f1, and URP 7.5.1, but confirmed that it also occurs on the latest versions (Unity 2020.1.11f1, URP 8.2.0).
I was able to recreate this in a new project, see a video showing the issue here:
https://i.imgur.com/UQhTqK3.mp4
To recreate this:
- make a solver and fluid emitter with default values (unchecking "Render" on the ObiParticleRenderer).
- create a Canvas with a render mode of World Space, and give it at least one child UI element like a Text. Make sure this text field is visible somewhere in the scene.
- set the Environment Lighting Source to Gradient or Color, instead of Skybox.
- in the ObiFluidRendererFeature, set Transparency to something less than 1. In the demo video, I set Transparency to 0. I had also set the Ambient Multiplier to 6 to exaggerate the effect, but it seems to occur whenever the Ambient Multiplier is non-zero.
The bug seems to be related to ambient lighting - when any camera (editor or game) has a world-space UI element within its view, any shadows falling on the fluid are tinted with the selected ambient color for the scene, but otherwise are very dark.
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How to detect On Trigger Enter like |
Posted by: manurocker95 - 23-10-2020, 11:08 AM - Forum: Obi Softbody
- Replies (1)
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Hi! I'd like to know how I can detect whenever a softbody is inside an area. Something like on Trigger enter and exit but for obi solver. Should I use obi colliders with the collider as On trigger and manually check if it's trigger or not with particle onCollision?
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'ObiCollider' does not contain a definition for 'idToCollider' |
Posted by: dabinzzang - 22-10-2020, 02:04 PM - Forum: Obi Fluid
- Replies (8)
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Hello,
I want to realize that after I shoot water through Unity, I count the number of particles of water that fall on the floor. However, the script has failed to resolve the error 'ObiCollider' does not contain a definition for 'idToCollider'.
My Obi Fluid Version is 5.6.0.
Can someone help me?
Thank you.
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Obi Particle Attachment marking constraint as dirty every frame |
Posted by: Kristianstoyl - 21-10-2020, 04:10 PM - Forum: Obi Rope
- Replies (1)
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When using ObiParticleAttachment as Dynamic constraint, the constraints are set to dirty every frame.
This causes the constraints to be re-created every frame which allocates GC every frame.
A good example of what I mean is in the "Rocker" sample scene. I see 1 KB GC being allocated every frame.
Is there some way to check if the constraint actually changed before it is marked as dirty?
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Moving structure |
Posted by: nnimar - 21-10-2020, 12:27 AM - Forum: General
- Replies (1)
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I just came accross your assets on the Unity store. I'm trying to create a spider web onto which you can walk in VR (with a damping effect) and I wonder which one of your tools would be the best one to do so ?
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