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Forum: Obi Softbody
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Scripting rod forces
Forum: Obi Rope
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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
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How to Shorten or Scale t...
Forum: Obi Rope
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The Limitation of Using O...
Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
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Having an issue with obi ...
Forum: Obi Rope
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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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  When ropes move very fast the ghost come out
Posted by: wenzy - 01-11-2020, 09:57 PM - Forum: Obi Rope - Replies (2)

Hello.
    I find if the ropes move very fast the ghost will come out . It's in HDRP mode. I'm not sure what's the reason but i have tried to change the material from HDRP-standard to HDRP-unlit ,but that's helpless


[Image: SMGai1K.jpg]

[Image: WXGc7kD.jpg]

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  Alembic Cache Mesh as Collider?
Posted by: mattstrangio - 31-10-2020, 08:04 PM - Forum: Obi Rope - Replies (2)

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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  [solved] ObiFluidRenderingFeature is not selectable
Posted by: Snail921 - 30-10-2020, 06:48 AM - Forum: Obi Fluid - Replies (2)

   
Hi.
I am still have an issue with adding ObiFluidRenderingFeature to my test project.
As you can see in the attached image, my project has obi fluid package installed and the ObiFluidRenderingFeature in its assets folder.
When I click the "Add Render Feature " in ForwardRenderer asset, "Render Object (Experimental)" is listed and ObiFuildRenderingFeature is not there so I cannot add it to the renderer.
If you have any idea about what is causing this issue, let me know, please.

Unity 2019.4.11.f1
Obi Fluid 5.6

Just FYI., with Unity 2019.4.5.f1, I have managed adding the feature to its renderer but I remember that I had struggled a similar issue and the feature had never been listed before my several attempts. There may be some kind of trigger that let the unity find the ObiFluidRenderFeature is in the project but unfortunately I have no idea...

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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)

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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  Is this the correct product to make a bean bag?
Posted by: jimmyriggs - 24-10-2020, 10:20 PM - Forum: Obi Softbody - Replies (1)

I would like to make a 3d bean bag. I've read about soft body physics but all of them I've seen pop back in shape. I want the bean bag to stay out of shape

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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)

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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  Unity crashes when I create a new Control Point
Posted by: RichardM73 - 22-10-2020, 05:17 PM - Forum: Obi Rope - Replies (4)

Hey, we are really starting to get into this neat tool, having solved an issue regarding baking the mesh at runtime I now have another query for you. Basically Unity crashes when I create a new control point on the rope, it allows me to create it, but then immediately crashes out to desktop. Upon reloading Unity the new control point is there on the rope, but as you can imagine its not a smooth workflow Sonrisa

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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)

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)

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)

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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