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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
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» Views: 2,021

 
  Unity physics interaction on v7.0
Posted by: goosejordan - 09-08-2024, 10:12 AM - Forum: Obi Rope - Replies (4)

Hi! I'm trying to simulate rope climbing equipment in a VR environment. It involves a LOT of interaction between Unity physics and Obi particles.

This is an older video of what I'm doing using ObiRope 6

I made a custom attachment system that can feed the rope forward and backwards with friction. The rope needs to be high resolution so there are a lot of pin transforms involved.
I got the physics to work pretty nicely but I ran into a performance ceiling.
I thought I would try the GPU accelerated backend on the beta and sure enough performance is vastly improved! Great work on that improvement! And thanks a lot, that will be important for my game.

However, I'm experiencing some drawbacks. Right away it feels like the rope has much more inertia like it is very heavy or damped. The syncing with Unity physics seems to be different and lags after the object it is pinned to. Or it may be the rididbodies lagging after the rope...

I see there is an option for sync or async but switching that only lowered my framerate.

What is my best option here? Would updating Unity physics on Update instead of FixedUpdate help? Or would it be cleaner to try and model the equipment and hands purely as particles and constraints and position the object onto the particles representing it?


Oh, just realized that 7.0 is out of beta. I should try updating but how much can that affect?

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  Stripping obi rope
Posted by: Ferhat123 - 08-08-2024, 01:39 PM - Forum: Obi Rope - Replies (4)

Hi,

I want to achieve the goal shown in the video above. The first thing I want to do is strip the rope. Is it possible to do this with Obi Rope? If so, how can I achieve it?

Additionally, I want to make my rope behave like the cables in the video, but I need to be able to cut the ropes and bind them together.

Thanks for your help,

https://youtu.be/yo1vWmFQyIM?t=58

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  Using SDFs for collision
Posted by: qlee01 - 07-08-2024, 05:05 PM - Forum: Obi Cloth - Replies (4)

Hi,
now that Obi runs ion GPU I am coming back to this asset I bought long time ago. I also saw that Obi does support SDFs; however it seems only SDFs generated by Obi components, is this correct? I am already using SDFs generated by Mesh-to-SDF by Unity (which basically stores SDF in 3D Texture). Would be great if this could be used as collision provider by Obi, as this also allows having SDF of deforming meshes (e.g. SMR).

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  Dynamic Attachment Often Displaced
Posted by: vrtraining - 07-08-2024, 04:17 AM - Forum: Obi Rope - Replies (5)

Hi,

Its my 3rd post but I'm having some troubles since the upgrade so I'll be really glad if anyone can help me out.
My dynamic rope attachment since the upgrade often gets displaced from actual position 8 out of 10 times. Like a little offset above and then it sticks to it for the rest of the scene. At start the hook with all four chains is like below in image. All four corner hinge hooks have rigidbody and they are attached with chain (obi rope). As the hooks fall down due to gravity at start the chains also fall.

[Image: S.png]

The next image is expected behaviour that usually happens 80% of the time.

[Image: 1.jpg]

But problem is some times it is displaced a little as it falls down (I tried holding it still for 1 second before turning on its gravity so that it can bind itself as correct position but it didnt worked). Next image shows the problem.

[Image: image.jpg]

Now it uses the wrong position as attachment and as I lift the hook the chains are not attached to hooks anymore, But a little higher.

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  Resetting Rope causing Error
Posted by: vrtraining - 06-08-2024, 06:33 PM - Forum: Obi Rope - Replies (10)

Hi,

This is my old code that I got from this forum to reset the rope back to its original state.

Code:
float initialLength = 0.88f
ObiRopeCursor ropeCursor;
ObiRope rope;

public void ResetRope()
    {
        rope.RemoveFromSolver();
        rope.ClearState();
        rope.AddToSolver();
        ropeCursor.ChangeLength(initialLength);
    }


Now since the new update has changed the ChangeLength() method my new code becomes.

Code:
public void ResetRope()
    {
        rope.RemoveFromSolver();
        rope.ClearState();
        rope.AddToSolver();
        ropeCursor.ChangeLength(initialLength - rope.restLength);
    }

But its causing error, rope disappears and I get

Code:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <bae5e84a08394aad9eb61062d3ccb3ca>:0)
Obi.ObiPathSmootherRenderSystem.Setup () (at Assets/Obi/Scripts/RopeAndRod/Rendering/ObiPathSmootherRenderSystem.cs:163)
Obi.ObiRenderSystemStack.Setup (System.Int32 dirtyFlags) (at Assets/Obi/Scripts/Common/Solver/ObiRenderSystemStack.cs:27)
Obi.ObiSolver.Render (System.Single unsimulatedTime) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1784)
Obi.ObiSolver.LateUpdate () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1163)

If I remove 

Code:
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();

Then error goes away but I dont get starting initial state like before

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  Strange Behaviour in Editor for V7
Posted by: vrtraining - 06-08-2024, 04:42 PM - Forum: Obi Rope - Replies (2)

Hi,

I upgraded to Version 7 and I have noticed something strange in editor, whenever I select in play mode runtime inside editor the object of Obi Rope, it instantly reflects and rope does some movement. Like for example if an object is hanging by rope its oscillates a little up an down. Similarly I have also noticed that when scene is started the same object oscillates up and down a lot more than before (I kept the parameters same like in version 6), why change in behaviour? It oscillates for about 2 seconds whereas before it was just 0.1 second.

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  New Obi Rope Chain Renderer URP version 7
Posted by: vrtraining - 06-08-2024, 08:48 AM - Forum: Obi Rope - Replies (2)

Hi,

I'm unable to get any visuals of the chain in New Obi Rope Chain Renderer in URP. Even the sample demo that came with the project only works with Built-In pipeline, it does not work in URP even I don't see any pink shader for the chain, when I upgrade its materials to URP I still don't see any chain, not even a pink error shader. Its just blank. I have tried everything including GPU Instancing. I'm on Android Platform for Quest 2. Using Unity 2023.2.19f.

Step to reproduce

Create a new URP Project (2023.2.19f)
Import OBI version 7
Open Chains Demo from OBI
(upgrade pink shaders to URP)

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  Obi7 | Fluid collision with skinned mesh
Posted by: yunayuna64 - 06-08-2024, 04:06 AM - Forum: Obi Fluid - Replies (11)

Hello.

Using Obi Softbody I could make the Obi Fluid particle to collide with a skinned mesh deformed by its bone transform.
I wonder if there is a way to implement fluid collision with such a deformed mesh without using Softbody.
Please tell me if there is a method.

Thanks.

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  Obi 7:Modify Constraints / Reset skinned cloth in runtime
Posted by: calvantsang - 05-08-2024, 09:00 PM - Forum: Obi Cloth - Replies (1)

So I have updated to Obi7,I used to modify skinned cloth constraints to 0 and set back to blueprint's data in runtime to reset cloth,
Just like the example:

var cloth = GetComponent<ObiSkinnedCloth>();

// get constraints stored in the actor:
var actorConstraints = cloth.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;

// get runtime constraints in the solver:
var solverConstraints = cloth.solver.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;

// there's only one skin constraint per particle,
// so particleIndex == constraintIndex,
// and there is only need for one skin constraints batch:
var actorSkinBatch = actorConstraints.batches[0];
var solverSkinBatch = solverConstraints.batches[0];

// get the offset of our first -and only- skin batch in the solver:
int offset = cloth.solverBatchOffsets[(int)Oni.ConstraintType.Skin][0];

// iterate over all active skin constraints in the batch,
// setting their properties:
for (int i = 0; i < actorSkinBatch.activeConstraintCount; ++i)
{
int index = i + offset;

// skin radius
solverSkinBatch.skinRadiiBackstop[index * 3] = 0.05f;

// backstop sphere radius
solverSkinBatch.skinRadiiBackstop[index * 3 + 1] = 0.1f;

// backstop sphere distance
solverSkinBatch.skinRadiiBackstop[index * 3 + 2] = 0;

}

So the problem is this method can only use in CPU backend,
Can anyone tell me with out this method, Is there an easy way to reset skinned cloth with GPU backend?

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  Edit Path mode not working
Posted by: steelroach - 05-08-2024, 06:17 PM - Forum: Obi Rope - Replies (4)

I'm on 2022.3.27f1. 

I added blueprint

I reset the layout

Re-import all

still no edit path. 


I got "Failed loading overlay Obi Path Editor" error message on console but forgot to take screenshot of it

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