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  Error Destroy ObiCollider
Posted by: Chess - 03-09-2020, 03:50 PM - Forum: Obi Rope - Replies (2)

Hi Jose,

I spotted something weird when the ObiCollider are destroyed in my project.
I procedurally generate a rope and its blueprint at runtime (similar to your scene RopeGrapplingHook ). Everything looks good and it's working.
However, every time when I turn off the play mode, I got this error :

ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].Remove (TKey key) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
Obi.ObiMeshShapeTracker.Destroy () (at Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:131)
Obi.ObiColliderBase.RemoveCollider () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:216)
Obi.ObiColliderBase.OnDestroy () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:276)

The issues doesn't appear on all ObiCollider, I've more than 1000 ObiCollider in my scene and this error appears on about 100 of them.
So I fixed that by adding an additional check before the Remove in the Destroy method of the ObiMeshShapeTracker class (line 121) :


Code:
public override void Destroy()
{
    base.Destroy();

    MeshCollider meshCollider = collider as MeshCollider;

    if (meshCollider != null && handles != null)
    {

        handles.Unref(); // Decrease handles refcount.

        if (handles.RefCount <= 0)
        {
            if (meshCollider.sharedMesh != null && meshDataCache.ContainsKey(meshCollider.sharedMesh))
            {
                meshDataCache.Remove(meshCollider.sharedMesh);
            }
        }

    }
}



Moreover, although my rope is well initialized and works fine, if I turn off the play mode and turn it on again, I get this error :

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRopeBlueprint+<Initialize>d__2.MoveNext () (at Assets/Obi/Scripts/RopeAndRod/Blueprints/ObiRopeBlueprint.cs:56)
Obi.ObiActorBlueprint+<Generate>d__68.MoveNext () (at Assets/Obi/Scripts/Common/Blueprints/ObiActorBlueprint.cs:300)
Obi.ObiActorBlueprint.GenerateImmediate () (at Assets/Obi/Scripts/Common/Blueprints/ObiActorBlueprint.cs:278)
Obi.ObiRopeBlueprintBase.OnValidate () (at Assets/Obi/Scripts/RopeAndRod/Blueprints/ObiRopeBlueprintBase.cs:50) 

I suppose it's could be related to the rope creation at runtime or maybe a memory leak during the rope or blueprint destruction ?

Thanks in advance

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  [5.5] Simulation differences between backends
Posted by: ThoughtMango - 03-09-2020, 01:24 PM - Forum: Obi Cloth - Replies (3)

Hello,

I'm running into issues where my cloth rig behaves differently between Oni backend and the new Burst, which we want to use for our project going forward thanks to the increased multi-platform support.

Below is a gif showing the difference,
https://ibb.co/L0BrQ4p

running on:
Unity 2020.1.2f1
Burst 1.3.5
Jobs 0.5.0-Preview.14
Collections 0.12.0-preview.13
Mathematics 1.2.1

I'm wondering if there's any known bugs or differences between the 2 backends that I should be aware of

I'll update this thread as I find things out

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  Shader error with Obi 5.5 & URP
Posted by: sushi - 03-09-2020, 12:58 PM - Forum: Obi Fluid - Replies (2)

Hi there,

I've been trying to upgrade my Universal Render Pipeline project running Unity 2020.1.2f1 to version 5.5 of Obi Fluid.

However, it's giving me the following error with one of the shaders when I assign the Obi Fluid Renderer Feature to the forward renderer:

Code:
Shader error in 'Obi/URP/Fluid/FluidShading': unrecognized identifier 'sampler2D_half' at Assets/Obi/Resources/ObiMaterials/URP/ObiFluidsURP.cginc(13) (on d3d11)

I've tried making a new URP project just to be sure, but I'm running into the same error.

If someone could help me figure out what I'm missing I'd be forever thankful! Sonrisa

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  Cloth position
Posted by: yeyoya - 03-09-2020, 12:06 PM - Forum: Obi Cloth - Replies (2)

Hello,

Is it possible to get the cloth position within the solver?
I'm spawning flying balloons and I would like to know their position.

Many thanks,

Oliver

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Pregunta Other questions about Obi Cloth
Posted by: nexar - 03-09-2020, 05:50 AM - Forum: Obi Cloth - Replies (1)

Hi José!

First of all we wanted to thank you for your patience and prompt disposition to help us. Thanks to this, we have managed to solve most of the problems we had.

In this opportunity we write you, because we have 3 topics that we need your help to solve:



1) We are currently working with a Kinect sensor and have applied Obi Cloth to an avatar's dress. However, we often find that the dress "crosses" an ObiCollider from the character's leg (tunneling). In fact, we were able to replicate this in their demo scene:

[Image: 1_duda.jpg]

We know that solving the issue of tunneling is not simple. We have seen your video explaining this. However:

Is there a way to detect by code the event when a dress with ObiCloth passes through an ObiCollider on the leg?

In our case, we want to force a "reset" when the dress goes through an ObiCollider on the leg, but we don't know how to detect that event.



2) We followed your instructions to copy the information from one blueprint to another, and it worked well for us. We are doing the following:


Code:
// We assign the mesh to the blueprint
blueprintFinal.inputMesh = bakedMesh;

// We generate the blueprint
yield return blueprintFinal.Generate();

// We copy the particle groups:
        blueprintFinal.ClearParticleGroups();
        for (int i = 0; i < blueprintReferencia.groups.Count; ++i)
        {
            var group = blueprintFinal.AppendNewParticleGroup(blueprintReferencia.groups[i].name);
            for (int j = 0; j < blueprintReferencia.groups[i].particleIndices.Count; ++j)
            {
                group.particleIndices.Add(blueprintReference.groups[i].particleIndices[j]);
            }
        }

// We assign the blueprint created to the Obi Cloth
dressCloth.clothBlueprint = blueprintFinal

// We save the new blueprint in file
        AssetDatabase.CreateAsset(blueprintFinal, "Assets/CBP Dress 1 Final.asset");
        AssetDatabase.SaveAssets();



Although we managed to save the new Blueprint in a file, when trying to edit this new saved blueprint, it gives us this error:

[Image: 2_duda.jpg]

It seems that something needs to be done to save the blueprint file, and then edit it manually.

What do you think we need to do to edit the saved blueprint file?



3) For our project we have to create 4 blueprints at runtime, which are generated based on four "bakedMesh" that we generate, which are created from four base meshes with their respective blendshapes applied.

As we have to call the method "blueprint.Generate()" four times, the program tends to "stop" several times, while each of the methods "Generate()" is executed.

To improve the user experience and make the application look smooth, we would like to be able to create these 4 Blueprints using a Thread, for which we have done this:

[Image: 3_1_duda.jpg]


However, the system throws us this error:

[Image: 3_2_duda.jpg]


Analyzing more in detail the method "Generate()", we have realized that the method "g.MoveNext()", located in line 300 of the class "ObiActorBlueprint", is the one that causes the problem, however this is a closed method.

[Image: 3_3_duda.jpg]


Is there a way to perform this process in several small steps (or ideally in a Thread), so that the program does not have to stop several times while generating the 4 blueprints?


Again, we are very grateful for your help in this regard!

Best regards!

PD: Le enviamos por e-mail estas mismas consultas. Muchas gracias por su gentil ayuda!

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  Everything turn black when turn on Antialiasing
Posted by: hungseparate - 03-09-2020, 03:40 AM - Forum: Obi Fluid - Replies (1)

After imported obi fluid and run demo scene on my iphone, everything turn to black.
Then after i turn off antialiasing, now it working fine, how can i fix it ? in my project, i need to use Antialiasing  Huh

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  Debugging the difference between editor and build behavior
Posted by: protomenace - 02-09-2020, 07:14 PM - Forum: Obi Rope - Replies (3)

I have a setup with a rope dynamically connected at either end to two rigidbodies. I've managed to tune the masses of the rope and the bodies to my liking, and when I enter play mode in the editor everything works as expected. The rope and its connected bodies are stable at rest on the ground, and I can pick up either body and move everything around, and it behaves nicely.

However, when I create a build (Windows, x86_64, IL2CPP, Unity 2019.4.8f) and run the same scene, the rope absolutely freaks out. My dynamic bodies go flying through the world at thousands of meters per second as the rope spasms wildly.

What kind of things should I be looking at to try to debug this difference in behavior between the editor and a build? Could it be framerate dependent somehow? Are there some build settings I should be cognizant of that Obi is particularly sensitive to?

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Información New sample scenes in 5.6 [Feedback wanted]
Posted by: josemendez - 02-09-2020, 04:03 PM - Forum: Announcements - Replies (5)

Hi there!

Obi 5.6 will feature bug fixes, significant performance improvements for the Burst backend (outperforming Oni -our C++ backend- most of the time), and new, more complex sample scenes. The plan is to include at least one new sample scene for each Obi package, featuring multiple gameplay elements thrown together in a sort of mini-game that you can learn/copy stuff from.

This one took obvious inspiration from Fall Guys, it is called "Obstacle Course" and will be included in Obi Softbody:



Shows you:

- how to teleport actors around.
- how to subscribe to collision callbacks and use them to determine if an actor is inside a trigger (death/victory conditions), or in contact with the floor (to enable jumping).
- how to interact with rigidbodies in an accurate way, with minimal tunneling.
- how to use forces to control actor movement.
- how to get the actor's center of mass and extrapolate its position to make a predictive camera that points towards where you want to move.

It would be great to hear more ideas and get feedback from you: what do you struggle the most with when using Obi for gameplay elements? what kind of minigames would you like to see made with Obi Rope/Cloth/Fluids? what stuff do you think should be covered by these sample scenes?

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  Build error with Obi Fluid 5.1
Posted by: anulagarwal - 02-09-2020, 01:56 PM - Forum: Obi Fluid - Replies (1)

Hi,
I am facing the following build error in Xcode 11.3 

"
ld: could not reparse object file in bitcode bundle: 'Invalid bitcode version (Producer: '1103.0.32.62.0_0' Reader: '1100.0.33.17_0')', using libLTO version 'LLVM version 11.0.0, (clang-1100.0.33.17)' for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

"

How can it be fixed?
I need to submit it urgently!
Thanks

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  SDF generation got slower in obi 5.5 beta
Posted by: TotahAmiti - 02-09-2020, 09:50 AM - Forum: Obi Cloth - Replies (2)

Hey,

We've tried the new obi 5.5.
And it seems that the SDF generating code was ported to c#,
and that with the same model it now takes roughly 10 times more.

Do you have any idea why it takes so much longer?
We planned to use it to generate SDF real-time in our product, as we change our model and need a rebaking.

Bests

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