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Force Zone apply differen...
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Can I blend in and out of...
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
Forum: Obi Cloth
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Obi Softbody instability?
Forum: Obi Softbody
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Tear Rod
Forum: Obi Rope
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18-06-2025, 08:34 AM
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Pipeline that bends
Forum: Obi Softbody
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17-06-2025, 02:07 PM
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Memory Leaks?
Forum: General
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
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ChangeLength in Version 7 |
Posted by: vrtraining - 05-08-2024, 04:50 AM - Forum: Obi Rope
- Replies (1)
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It says in new documentation
Quote:ObiCursor.ChangeLength() no longer takes an absolute length as parameter, but a change in length.
So my app is using ChangeLength a lot and its designed in old way where it takes the absolute value. Is there any method that still uses the old way? What if we really want to set the length to a specific absolute value instead of change in length. For example I want rope length to be 5, now with this new method I have to calculate current length and provide an offset to bring it to 5 or I can still do it with any other method?
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How to Pause or Freeze Rope? |
Posted by: vrtraining - 02-08-2024, 08:12 AM - Forum: Obi Rope
- Replies (3)
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Hi,
I am using obi rope version 7, I have one solver at the root and multiple ropes in hierarchy downwards. I need to freeze or pause the rope in some cases like its rendered but freezed and not moving even if its parent object is moving too. Is it possible to achieve that? Is it also possible to do it for only one rope explicitly even if one solver is controlling multiple ropes?
Also can I extract a mesh in editor and may be replace it with a rope at runtime to depict a freeze?
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Camera, lights and export question |
Posted by: troys - 01-08-2024, 03:48 PM - Forum: Obi Rope
- Replies (4)
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Hi, there are some things I wonder about. I use Unity 22.3.9, Obi 7 and default renderer.
1. When editing control points the camera controls become weird. If you middle click the camera jumps an odd distance and it's not possible to drag and move it like usual. Also the rotation is disabled. I have to turn off control points if I want to move the camera and it's really annoying. Is that how it's supposed to work?
2. Using chain renderer, the chain meshes only receives light from directional lights, not spot or point. I don't use directional lights so the chain is unlit. How do I make it work with spots point lights?
3. I want to export the finished chain as a FBX file, but Unitys FBX export tool does not work. Is there a way to do this?
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Fluid not rendering in build |
Posted by: Barliesque - 01-08-2024, 03:01 AM - Forum: Obi Fluid
- Replies (7)
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I've just upgraded to Obi Fluid 7--removed the previous version before adding the new package. I've got it running well in the Editor, but in an actual build (for Windows PC) the Fluid Mesh is not rendered. Any suggestions?
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procedure control point does not spawn particle in correct place |
Posted by: bugbeeb - 29-07-2024, 03:21 AM - Forum: Obi Rope
- Replies (2)
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I'm making something like a grappling hook, but I need to respawn the line each time it's triggered. To do this I modified some code from the obi grappling hook example where the blueprint is regenerated and I set the control points. However, the particles don't seem to spawn in the correct location. Here is the code to spawn the particles:
```
var localPos = rope.solver.transform.InverseTransformPoint(transform.position);
var characterLocalPos = rope.solver.transform.InverseTransformPoint(character.transform.position);
rope.ropeBlueprint = null;
var filter = ObiUtils.MakeFilter(0x0000FFFE, 0);
blueprint.path.Clear();
blueprint.path.AddControlPoint(characterLocalPos, Vector3.zero, Vector3.zero, Vector3.up, 1f, 0.1f, 1, filter, Color.white, "Start");
blueprint.path.AddControlPoint(localPos, Vector3.zero, Vector3.zero, Vector3.up, 1f, 0.1f, 1, filter, Color.white, "End");
blueprint.path.FlushEvents();
yield return blueprint.Generate();
rope.ropeBlueprint = blueprint;
```
But the first and last particles are noticebly off by the same amount whereas I would expect them to be located exactly at the transform positions specified in the blueprint. Am I doing something wrong here?
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Attaching gameobjects after tear up |
Posted by: Ferhat123 - 25-07-2024, 03:07 PM - Forum: Obi Rope
- Replies (4)
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Hi,
After cutting the rope into two, I want to attach gameobjects to the ends of each rope piece.
I guess I can't add control points at runtime to attach these gameobjects so how can I do it.
Thank you,
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