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Force Zone apply differen...
Forum: Obi Rope
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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
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Obi Softbody instability?
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Tear Rod
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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Memory Leaks?
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 2,026

 
  ChangeLength in Version 7
Posted by: vrtraining - 05-08-2024, 04:50 AM - Forum: Obi Rope - Replies (1)

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)

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)

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)

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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  ObiRopeCursor for ObiRod
Posted by: kripa1415 - 31-07-2024, 01:11 PM - Forum: Obi Rope - Replies (13)

Hi  I would need to call ChangeLength for ObiRod. We can do this for ObiRope but I need this feature in ObiRod is it possible ?

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Pregunta Obi Rope Tight Ropes
Posted by: mayktr - 31-07-2024, 03:08 AM - Forum: Obi Rope - Replies (1)

Hello,

I want to change the Solver substep from 4 to 1. The reason for this is to increase my FPS value. But this prevents the ropes from being tight. I want my ropes to be tighter. When I give the distance iterations value higher than 1, the ropes start to vibrate. Is there a different solution to this?

               

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  Couldn't create a Convex Mesh from source mesh "extrudedMesh" within the maximum poly
Posted by: alicecatalano - 29-07-2024, 03:54 PM - Forum: Obi Rope - Replies (2)

Hello,
I am working on a closed curve, to simulate and elastic behaviour. this lastic should be manipulated by a rigid object to be hooked on some obstacles and create figures with it. The problem is that after a bit of tention the follision fails, and I think the problem is given by the following 
"Couldn't create a Convex Mesh from source mesh "extrudedMesh" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. UnityEngine.GUIUtilityLenguarocessEvent (int,intptr,bool&)."
The error refers to the rope model. It seems really strange to me because: 1. the rope meash is not created by me but by obi, 2. i was working on a different Pc and there i didn't get errors of these type.
So i don't unterstand if the error is related to the machine performances or there is any setting that i didn't change

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  Obi 7 has been released
Posted by: josemendez - 29-07-2024, 11:15 AM - Forum: Announcements - Replies (21)

Hi!

Obi 7 has been released and it is now available on the Asset Store. It's been several years of continuous research and development, plus 1 and 1/2 years in beta. My hope is that it will prove useful to you in some way and you will enjoy using it.

This is a free update. Pricing for new users is also the same as previous versions.

If you're already using Obi 6.X in an existing project, keep in mind that Obi 7.X is a major step up and many things have changed from 6.X. If you plan on upgrading your project you should make a backup of it and set some time aside for upgrading it. There's an upgrade guide available. If you need any help at all while upgrading let me know trough the usual contact channels (support email or these forums) and I'll do my best to guide and support you trough the process.

The manual has been updated to 7.0. We're still in the process of updating the API docs, but they should be up in a couple days. Sonrojado New video tutorials are also coming.

As always: let me know if you need any help, have any questions or feedback, or of course if you think you've found a bug.

Kind regards,

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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)

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)

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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