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Add constraint following hook example |
Posted by: flaurens - 20-10-2020, 02:09 PM - Forum: Obi Rope
- Replies (1)
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I'm following the RopeGrapplingHook example in order to achieve a similar example but with already created ropes. So my idea is that when I press a certain button a constraint is created between the rope and the player:
Code: public ObiRopeBlueprint m_ActualBlueprint;
public ObiCollider m_Player;
public ObiRope m_Rope;
void Update()
{
if (Input.GetKeyDown(KeyCode.K))
{
AddConstraint();
}
}
void AddConstraint()
{
var pinConstraints = m_ActualBlueprint.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
var batch = pinConstraints.batches[0];
batch.AddConstraint(0, m_Player, transform.localPosition, Quaternion.identity);
}
But when I press the button I get the following error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiPinConstraintsBatch.AddConstraint (System.Int32 index, Obi.ObiColliderBase body, UnityEngine.Vector3 offset, UnityEngine.Quaternion restDarboux) (at Assets/10-Vendors/Obi/Obi/Scripts/Common/Blueprints/Constraints/Batches/ObiPinConstraintsBatch.cs:82)
LianasTest.AddConstraint () (at Assets/10-Vendors/Obi/Obi/Scripts/RopeAndRod/Utils/Temporal/LianasTest.cs:26)
LianasTest.Update () (at Assets/10-Vendors/Obi/Obi/Scripts/RopeAndRod/Utils/Temporal/LianasTest.cs:17)
I assume that I'm doing something wrong, I have checked the batch var and it's not null so I'm not really sure what is the problem with AddConstraint.
PS: I made the following modification:
Code: //var pinConstraints = m_ActualBluePrint.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>
var pinConstraints = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>
I read that blueprint acts as a prefab so in runtime cant be modified. Now I'm not getting any error but the constraint isn't happening anyway.
Regards!
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Problem with importing ropes |
Posted by: slugGoddess - 20-10-2020, 11:10 AM - Forum: Obi Rope
- Replies (5)
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Hi Jose,
I hope you are well. Thank you so much for the help you provided on my first issues.
Today, I am contacting you because I am having issues with exporting then importing ropes.
For the export, I am saving the positions and invMasses for every particles.
Then, for the import, I am resetting those as follows :
Code: for (int i = 0; i < rope.elements.Count && i < data.particles.Count; i++) {
solver.positions[rope.elements[i].particle1] = data.particles[i];
solver.invMasses[rope.elements[i].particle1] = data.invMasses[i];
}
However, I feel this is not enough, as upon reloading, the rope lost all the smoothness it had before loading.
I feel like I missed something. Perhaps saving the orientation and or velocity as well, but I checked it, and before
saving, all the values are 0f, 0f, 0f so I feel like it's not what I am missing...
I made a video to better explain my issue :
What would you advise ?
Thanks in advance for any advice you can provide.
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How to set exact position of rope's control points? |
Posted by: Elegar - 18-10-2020, 08:43 PM - Forum: Obi Rope
- Replies (1)
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How to set exact position of rope's control points?
I only see how to set these positions by selecting them in "edit path" mode and then dragging them around in scene view. But I want to select control point and set XYZ in inspector. Is it possible?
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Beginner looking for a way to cut rope on swipe |
Posted by: CuriousJacob - 18-10-2020, 02:28 PM - Forum: Obi Rope
- Replies (1)
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I apologize if this kind of question has been asked before, or if it is too vague. I wish to implement a cutting mechanic in my game where by if the user swipes across a rope, it will cut the rope at the point of touch. I am unsure on how to proceed with this as I am fairly new to coding. If someone could please take the time to explain how to do this, or if there's any existing code for a similar situation I could peruse, it would be highly appreciated. Thank you so much.
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Custom ObiUpdater |
Posted by: JordanTama - 18-10-2020, 01:10 AM - Forum: Obi Cloth
- Replies (1)
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Hi,
I'm trying to create a custom class that inherits from ObiUpdater that can simulate in one frame.
So far I have this class which I based on the code for ObiFixedUpdater:
Code: public class PatchUpdater : ObiUpdater
{
public void UpdateCloth(float delta, int substeps)
{
ObiProfiler.EnableProfiler();
float substepDelta = delta / substeps;
BeginStep(delta);
for (int i = 0; i < substeps; ++i)
{
Substep(substepDelta);
}
EndStep(substepDelta);
ObiProfiler.DisableProfiler();
}
}
I've added the solver to the list of solvers in the inspector, and the simulation works using the ObiFixedUpdater component.
I would expect that given the parameters (3, 10) after calling the function the cloth's appearance would reflect 3 seconds worth of simulating. However, this doesn't appear to simulate the cloth at all.
What am I missing? Please let me know if I should provide any further information.
Cheers,
Jordan
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URP? |
Posted by: bc732 - 17-10-2020, 06:27 PM - Forum: Obi Cloth
- Replies (4)
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Hello,
New user here.
I have created a blueprint with my mesh, which is just a simple curtain.
I then created the Obi cloth and used my blue print.
The curtain is pink, as if it is using the wrong renderer, but I am not sure how to fix that in this scenario.
I am using URP.
Thank you.
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Stretching ropes without gaps between particles? |
Posted by: Elegar - 17-10-2020, 09:43 AM - Forum: Obi Rope
- Replies (5)
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I wonder how to make ropes elastic but without possibility of ropes pass through each other. I understand that stretching the rope causes appearing gaps between particles and from some moments these gaps become quite big to allow other particles to go between them. I do not need endlessly stretching ropes but I need them to be quite more elastic then they are. Setting particles density would fix my problem but it is impossible to set density (resolution) higher than 1.
Any workarounds or suggestions?
PS I also noticed that stretched particles are not evenly distributed, but grouped by 2: http://prntscr.com/v11xt0 Is it ok?
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[solved] How to set Fluid Renderer for URP? |
Posted by: Snail921 - 16-10-2020, 05:06 PM - Forum: Obi Fluid
- Replies (2)
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HI,
According to this page, I need to "add obiFluidRendererFeature to my pipeline's renderer feature list" to render fluid in a URP project but I could not find any proper information about the process.
Does "obiFluidRendererFeature" mean obiFluidRenderer script? If so, how can I add it to the renderer feature list?
Where can I find the renderer feature list? I saw a renderer features list section in a "ForwardRenderer.asset" but I could not add it there so there must be some other render features list somewhere...
I need more information about this to make it work.
Unity 2019.4.5.f1
URP 7.4.3
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Can Ropes be Frozen at Runtime |
Posted by: RichardM73 - 16-10-2020, 09:29 AM - Forum: Obi Rope
- Replies (5)
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Hi, I really like the idea of Obi Rope and its versatile uses, I'm after a nice and easy to use rope generation system to create electrical wires in a house coming from various appliances and connecting into wall power outlets and splitter boxes, I don't need the wires to be dynamic at runtime, only static as they don't need to move. Can wires in Obi Rope be set to static so they don't run under physics at runtime but instead have their current physical position baked to save processer hit.
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Obi Fluid crashed on scene load |
Posted by: miltocoal - 16-10-2020, 09:14 AM - Forum: Obi Fluid
- Replies (5)
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Hello Virtual Method Support team,
I recently purchased Obi Fluid from Unity Asset Store.
It worked perfectly in Unity Editor.
I built the game.exe and run it and it crashes when scene with fluid is loaded.
I narrowed it down to Obi Emitter component: if it is enabled in scene, the player crashes.
Game7776 by Miltocoal [version: Unity 2019.4.9f1_50fe8a171dd9]
libOni.dll caused an Access Violation (0xc0000005)
in module libOni.dll at 0023:500e3af0.
Error occurred at 2020-10-15_220936.
I:\UnityProjects\Game7776\build\Game7776.exe, run by milto.
35% physical memory in use.
32657 MB physical memory [0 MB free].
304 MB process peak paging file [303 MB used].
274 MB process peak working set [274 MB used].
System Commit Total/Limit/Peak: 4054MB/657MB/3115MB
System Physical Total/Available: 3985MB/467MB
System Process Count: 285
System Thread Count: 4311
System Handle Count: 120081
Disk space data for 'C:\Users\milto\AppData\Local\Temp\Miltocoal\Game7776\Crashes\Crash_2020-10-15_190934824\': 35348586496 bytes free of 126174097408 total.
Read from location FFFFFFFF caused an access violation.
Context:
EDI: 0x1ff6f400 ESI: 0x1ff6f400 EAX: 0x21590010
EBX: 0x1ff6f480 ECX: 0x0377acd0 EDX: 0x1ff6f3e0
EIP: 0x500e3af0 EBP: 0x1ff6f544 SegCs: 0x00000023
EFlags: 0x00010202 ESP: 0x1ff6f3e0 SegSs: 0x0000002b
Bytes at CS:EIP:
0f 29 52 04 89 1a c7 42 14 00 00 00 00 89 4a 18
Mono DLL loaded successfully at 'I:\UnityProjects\Game7776\build\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll'.
Stack Trace of Crashed Thread 22164:
0x500E3AF0 (libOni) Ordinal0
0x500E5231 (libOni) Ordinal0
<Missing stacktrace information>
Could you please help me?
Sincerely,
Pereadoc Buck.
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