Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
13-09-2025, 05:32 AM
» Replies: 0
» Views: 122
|
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 2,893
|
Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 240
|
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 505
|
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 747
|
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 821
|
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 563
|
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 535
|
Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,033
|
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 875
|
|
|
Lost solver parameter from rope |
Posted by: flaurens - 01-09-2020, 11:17 AM - Forum: Obi Rope
- Replies (4)
|
 |
Hi!
I was duplicating a gameobjects that consists of an ObiSolver (parent) and a Rope (child) with 2 game objects (prefabs) with rigidbodies. The original gameobject has a script that I use to subscribe to the event OnCollision. That script requires the rope in order to perform a Tear, so that way I can simulate a cut in the rope. In that script I subscribe to that event doing the following:
Code: m_Actualrope.solver.OnCollision += CutTheRope;
m_ActualRope is ObiRope type.
The issue starts when I duplicate the prefab, because it seems that the m_ActualRope is always null on that prefab clone.
Is that a bug?
Regards!
|
|
|
SOLVED - What's the better way to track Soft Body position? |
Posted by: the-lander - 31-08-2020, 09:46 PM - Forum: Obi Softbody
- Replies (4)
|
 |
Hello everyone!
Does anyone knows a good way to track SB position reliably and smoothly?
https://youtu.be/rYDHcSxnrws
Here in the video you can see:
- a blue translucent SB
- a gray sphere, a child of the SB
- a camera (well, you cannot see it but it's there obviously)
SB is moved via constant AddForce(direction * force * Time.deltaTime,ForceMode.Acceleration). The sphere is just a child, no code there. The camera tracks SB transform position and lerps there with a factor of 0.1.
As you can see, the sphere is always ahead of SB and is jerking all the time, while the camera moves smoothly (not at the top speeds) but is always behind. Is there a way track that SB so it will look smooth? I don't know, maybe the average position of every particle will work. Still have to figure how this will work. But still, looking for a good way to make tracking SB as smooth as possible.
|
|
|
Can a rod follow a channel and be changed by it? |
Posted by: perryaj - 29-08-2020, 09:25 AM - Forum: Obi Rope
- Replies (1)
|
 |
Hi,
I am trying to route a wire through a channel such than when the channel is then removed, the wire remains in that shape.
Or at least pretty close.
Can a regular rod do this? I see this Shape Matching constraint which really seems like what I want.
Can this be applied to a rod? Or is there a reason this can not be used for my problem. Would I need the softbody asset to use this constraint on a rod?
|
|
|
Selected blueprint particles not showing in inspector |
Posted by: snicker - 28-08-2020, 07:49 PM - Forum: Obi Cloth
- Replies (3)
|
 |
Using Unity 2019.4.9f1
Obi cloth 5.5
I am following along the flag tutorial https://www.youtube.com/watch?v=auO01Cjx...JQ&index=1
I use demo cloth mesh, and when I click "Edit" button after generating the inspector goes blank which doesn't happen in the tutorial. I reselect blueprint in project view and it shows the blueprint editor inspector.
I can turn particles orange with the brush but the inspector still says "No particles selected. Click and drag over particles to select them."
When I click "done" I get this error
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActorBlueprintEditor.ExitBlueprintEditMode () (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:229)
UnityEditor.EditorApplication.Internal_CallDelayFunctions () (at <d3ff43e972b043d1b3f49905ec5da738>:0)
|
|
|
Teleporting rope across scene causes rope to behave like slingshot) |
Posted by: mandark83 - 28-08-2020, 02:34 PM - Forum: Obi Rope
- Replies (3)
|
 |
Hi,
We are using a player character equipped with a harness and a rope with 2 hooks attached to the harness.
The player can attach/detach for safety on various objects in the scene.
When switching between scenarios, we teleport the player and his gear to other parts of the scene.
When we translate(teleport) the player, his harness and hooks appear immediately in the correct spot, but
the obi rope starts flying towards the player like a giant slingshot, trying to catchup to the hook endpoints it is attached to.
It happens for a couple of seconds and then everything is ok.
But many times it gets stuck on various geometry in the level.
QUESTION 1: Is there a way I can turn Obi rope off for a small amount of time, move it to the correct destination and then turn back on?
This is our current attempt at solving this issue.
Code: public void TeleportRope(Vector3 pos, Vector3 rot, Vector3 rotAxis, float rotDeg)
{
ropeEndpointBig.transform.position += pos;
ropeEndpointBig.transform.RotateAround(rot, rotAxis, rotDeg);
ropeEndpointSmall.transform.position += pos;
ropeEndpointSmall.transform.RotateAround(rot, rotAxis, rotDeg);
rope.enabled = false;
rope.PullDataFromSolver(ParticleData.POSITIONS);
rope.PullDataFromSolver(ParticleData.VELOCITIES);
rope.transform.position += pos;
rope.transform.RotateAround(rot, rotAxis, rotDeg);
StartCoroutine(EnableRopeNextFrame());
}
private IEnumerator EnableRopeNextFrame()
{
yield return null;
rope.enabled = true;
}
|
|
|
'ObiCloth' does not contain a definition for 'VolumeConstraints' |
Posted by: yeyoya - 27-08-2020, 09:11 PM - Forum: Obi Cloth
- Replies (2)
|
 |
Hey,
I've tried to use the code I found on Obi's website to add pressure to my object, but I got the following error message:
Assets/_Scripts/Inflator.cs(24,15): error CS1061: 'ObiCloth' does not contain a definition for 'VolumeConstraints' and no accessible extension method 'VolumeConstraints' accepting a first argument of type 'ObiCloth' could be found (are you missing a using directive or an assembly reference?)
Here is the code:
Code: using UnityEngine;
using Obi;
[RequireComponent(typeof(ObiCloth))]
public class Inflator : MonoBehaviour {
ObiCloth cloth;
public float inflationSpeed = 0.25f;
public float maxPressure = 2;
// Use this for initialization
void Awake () {
cloth = GetComponent<ObiCloth>();
}
// Update is called once per frame
void Update () {
cloth.VolumeConstraints.overpressure = Mathf.Min(cloth.VolumeConstraints.overpressure +
Time.deltaTime*inflationSpeed,maxPressure);
cloth.VolumeConstraints.PushDataToSolver();
}
}
Many thanks
|
|
|
Issue with CharacterController |
Posted by: flaurens - 27-08-2020, 07:56 PM - Forum: Obi Rope
- Replies (2)
|
 |
I was using an old version of ObiRope where I have a player using the character controller, and that with the Obi Collider was enough to interact with the ropes.
Today I updated to the last version of the asset and I no longer get that interaction, in fact, I get an error which is the following:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiCapsuleShapeTracker.UpdateIfNeeded () (at AssetsObi/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs:54)
Obi.ObiColliderBase.UpdateIfNeeded () (at Assets/Obi/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:189)
Obi.ObiColliderWorld.UpdateWorld () (at Assets/Obi/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:362)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Obi/Obi/Scripts/Common/Updaters/ObiUpdater.cs:40)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)
I hope that the character controller is still supported in order to take collisions.
Regards!
|
|
|
'ObiCollider' does not contain a definition for 'idToCollider' |
Posted by: nimdanet - 26-08-2020, 03:57 PM - Forum: Obi Rope
- Replies (2)
|
 |
Hi!
I just updated to ObiRope 5.5 (it was 4.1) and some structure changed and I needed to make some code adaptations. Normal process. But one error I couldn't replace. 'ObiCollider' does not contain a definition for 'idToCollider'. I opened ObiCollider.cs and indeed this propery is no longer there. On documentation it still teach to get collitions through 'idToCollider' and I can't figure it out how to make without it. I didn't see anyone here with this problem so I might be doing something wrong.
I updated from Unity Asset Store. I removed completly Obi folder and imported again from scratch.
Can anyone help me on this?
Thanks
|
|
|
How to obtain Stright rope |
Posted by: flaurens - 26-08-2020, 12:18 PM - Forum: Obi Rope
- Replies (1)
|
 |
Hi! I have a doubt regarding the stright of a rope.
I'm trying to create a stright rope between two rigidbodies. So once I start the game I want that rope to has it's "max" length, the issue is that when I press play button the rope always falls (in its middle part) a little bit to the ground so I never get the stright rope that I want. What are the best parameters to modify in order to obtain that behaviour? Both rigidbies have a mass of 1 and the rope is composed by 2 control points of mass 0.1.
ObiSolver has:
Dampoing: 0.9
ShockPropagation: 0
MaxAnisotropy: 3
The ObiFixedUpdater has the Substeps set to 1.
Regards!
|
|
|
|