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Burst not working at all |
Posted by: manurocker95 - 05-10-2020, 06:00 PM - Forum: Obi Rope
- Replies (20)
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Hi! I'm using Unity 2020.1.7f1 + Burst 1.3.7 + Jobs 0.5.0-preview 14 and when setting any solver to Burst, Unity completely freezes. This is common to all Obi assets. In case of Softbody, Oni mode works just fine excepting the scene "Deformable Barrels" that runs at 3fps after instancing.
Any idea? Should I downgrade Jobs package?
Thanks in advance
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Add force to particle |
Posted by: flaurens - 05-10-2020, 01:00 PM - Forum: Obi Rope
- Replies (1)
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Hi!
I have the next scenario:
One ObiSolver that contains a few ropes. What I want is that once I cut one of that ropes (using the ObiRope.Tear function), I want to apply a certain amount of force to each extreme of the particles in order to add some juice to the cut action.
In the past, I was using ObiSolver.externalforces, using as an index the element that contains the particle that I get from e.contacts (being e ->ObiSolver.ObiCollisionEventArgs). At that time I was using One ObiSolver per rope so there wasn't any problem.
Now I'm using one ObiSolver for different ropes. Is there any way to get the global number of the element that contains the particle?
Because if I'm using the old way the force is applied to a different rope than the one that I'm tearing it.
Regards!
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Detect specific rope collision. |
Posted by: flaurens - 05-10-2020, 08:45 AM - Forum: Obi Rope
- Replies (23)
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Good morning,
I was wondering If it's possible to detect which rope has received a collision when having multiple ropes in an Obi Solver.
Right now I use the OnCollision event from the ObiSolver but I don't find a way to detect which specific rope is receiving the collision.
Regards!
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[Burst] Lots of errors after adding to solver in some cases |
Posted by: mmortall - 01-10-2020, 06:15 PM - Forum: Obi Cloth
- Replies (3)
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I cannot provide my project because it is under NDA. I was using Obi Cloth and generating all stuff in runtime and I am using several solvers in the scene to simulate differently stuff. It is working totally fine with Oni backend. But with Burst I have these errors sometimes. It is rare errors and it happens 100% times in some specific cases in some special conditions I cannot reveal yet. Because I do scene snapshotting in my app and so I can get the case when it is reproducing 100% but I cannot tell what leads to this in the low level. Could be some mesh for simulation is null or corrupted or something like that. But Obi should handle these cases instead of crashing with unhandled errors. This issue also leads to a hang on iOS device.
Could you look into it?
It seems when the actor is added to Solver simulation not started and I got this exception in the console
First I got this error:
Quote:InvalidOperationException: The NativeContainer ApplyVolumeConstraintsBatchJob.particleIndices has not been assigned or constructed. All containers must be valid when scheduling a job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Obi.BurstVolumeConstraintsBatch.Apply (Unity.Jobs.JobHandle inputDeps, System.Single deltaTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Constraints/Volume/BurstVolumeConstraintsBatch.cs:79)
Obi.BurstConstraintsImpl`1[T].EvaluateParallel (Unity.Jobs.JobHandle inputDeps, System.Single deltaTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Constraints/BurstConstraintsImpl.cs:136)
Obi.BurstConstraintsImpl`1[T].Project (Unity.Jobs.JobHandle inputDeps, System.Single deltaTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Constraints/BurstConstraintsImpl.cs:97)
Obi.BurstSolverImpl.ApplyConstraints (Unity.Jobs.JobHandle inputDeps, System.Single deltaTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:765)
Obi.BurstSolverImpl.Substep (System.Single substepTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:658)
Obi.ObiSolver.Substep (System.Single substepTime) (at Assets/Plugins/Obi/Scripts/Common/Solver/ObiSolver.cs:1425)
Obi.ObiUpdater.Substep (System.Single substepDeltaTime) (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiUpdater.cs:77)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:62)
InvalidOperationException: The previously scheduled job BurstParticleCollisionConstraintsBatch:UpdateParticleContactsJob reads from the NativeArray UpdateParticleContactsJob.velocities. You are trying to schedule a new job ApplyInertialForcesJob, which writes to the same NativeArray (via ApplyInertialForcesJob.velocities). To guarantee safety, you must include BurstParticleCollisionConstraintsBatch:UpdateParticleContactsJob as a dependency of the newly scheduled job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Obi.BurstSolverImpl.ApplyFrame (System.Single worldLinearInertiaScale, System.Single worldAngularInertiaScale, System.Single deltaTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:251)
Obi.ObiSolver.UpdateTransformFrame (System.Single dt) (at Assets/Plugins/Obi/Scripts/Common/Solver/ObiSolver.cs:1359)
Obi.ObiSolver.BeginStep (System.Single stepTime) (at Assets/Plugins/Obi/Scripts/Common/Solver/ObiSolver.cs:1386)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiUpdater.cs:47)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)
Then console is spamming these errors:
Quote:InvalidOperationException: The previously scheduled job ApplyCollisionConstraintsBatchJob writes to the NativeArray ApplyCollisionConstraintsBatchJob.positions. You are trying to schedule a new job InterpolationJob, which reads from the same NativeArray (via InterpolationJob.positions). To guarantee safety, you must include ApplyCollisionConstraintsBatchJob as a dependency of the newly scheduled job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Obi.BurstSolverImpl.ApplyInterpolation (Obi.ObiNativeVector4List startPositions, Obi.ObiNativeQuaternionList startOrientations, System.Single stepTime, System.Single unsimulatedTime) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:800)
Obi.ObiSolver.Interpolate (System.Single stepTime, System.Single unsimulatedTime) (at Assets/Plugins/Obi/Scripts/Common/Solver/ObiSolver.cs:1492)
Obi.ObiUpdater.Interpolate (System.Single stepDeltaTime, System.Single accumulatedTime) (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiUpdater.cs:115)
Obi.ObiFixedUpdater.Update () (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:79)
InvalidOperationException: The previously scheduled job PredictPositionsJob reads from the NativeArray PredictPositionsJob.activeParticles. You must call JobHandle.Complete() on the job PredictPositionsJob, before you can write to the NativeArray safely.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckWriteAndBumpSecondaryVersion (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <8691ad7005ed4755a1828378ff0b52b1>:0)
Unity.Collections.NativeList`1[T].Resize (System.Int32 length, Unity.Collections.NativeArrayOptions options) (at Library/PackageCache/com.unity.collections@0.8.0-preview.5/Unity.Collections/NativeList.cs:593)
Unity.Collections.NativeList`1[T].ResizeUninitialized (System.Int32 length) (at Library/PackageCache/com.unity.collections@0.8.0-preview.5/Unity.Collections/NativeList.cs:605)
Obi.BurstSolverImpl.SetActiveParticles (System.Int32[] indices, System.Int32 num) (at Assets/Plugins/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:270)
Obi.ObiSolver.PushActiveParticles () (at Assets/Plugins/Obi/Scripts/Common/Solver/ObiSolver.cs:1253)
Obi.ObiSolver.BeginStep (System.Single stepTime) (at Assets/Plugins/Obi/Scripts/Common/Solver/ObiSolver.cs:1379)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiUpdater.cs:47)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Plugins/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)
Unity 2019.4.11f1
Obi Cloth v.5.6
Packages manifest:
Code: {
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.addressables": "1.8.5",
"com.unity.ads": "3.4.9",
"com.unity.analytics": "3.3.5",
"com.unity.burst": "1.3.7",
"com.unity.collab-proxy": "1.2.16",
"com.unity.collections": "0.9.0-preview.6",
"com.unity.ide.rider": "1.1.4",
"com.unity.ide.vscode": "1.2.1",
"com.unity.inputsystem": "1.0.0",
"com.unity.mathematics": "1.2.1",
"com.unity.multiplayer-hlapi": "1.0.6",
"com.unity.postprocessing": "2.2.2",
"com.unity.purchasing": "2.1.0",
"com.unity.quicksearch": "1.4.1",
"com.unity.test-framework": "1.1.16",
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.2.6",
"com.unity.ugui": "1.0.0",
"com.unity.xr.legacyinputhelpers": "2.1.4",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}
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