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Stretching verts uniforml...
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Scripting rod forces
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Burst error causing crash...
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Controlling speed of emit...
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
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02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
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29-08-2025, 09:05 AM
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Infinite stretching |
Posted by: adrianaa97 - 17-07-2020, 08:15 PM - Forum: Obi Rope
- Replies (2)
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I'm having trouble with de stretch of a rope using Obi Rope. I have a vertical rope with the upper point fixed (using Obi particle attachment with the target being the rope itself). Then I have attached a cube (rigid body) at the bottom using the same particle attachment component.
When I play the simulation, the cube just falls to the infinite and the rope keeps stretching. I have no idea how to solve it.
I tried using a another cube as a "platform" to make a collision with the first cube and stop it from falling and that seems to work just fine, but as soon as i lower the platform the rope starts stretching again.
I tried to add more substeps to the Obi solver, to reduce the time step of the project settings and to increase the iterations of the distance constraints.
I'm a beginer with unity so maybe i'm missing sth basic and important there.
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Performance |
Posted by: anulagarwal - 15-07-2020, 12:02 PM - Forum: Obi Fluid
- Replies (8)
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Hi,
In Unity Editor my FPS drops to 15-20 FPS, So if i build for Android it is possible it will drop further right?
I am using Obi Fluid and would like my blueprint to have a capacity of around 2500 if possible!
What can be the solution to optimize the performance?
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How to setup collision matrix for obi colliders? |
Posted by: erdoganhuse - 14-07-2020, 12:31 PM - Forum: Obi Fluid
- Replies (4)
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Hi,
I am trying to seperate obi collisions just like Unity's collision matrix. For example there are Emitter A, Emitter B, Obi Collider A and Obi Collider B. I want emitted particles from Emitter A to collide with just Obi Collider A. I did not achieve such seperation for more than 2 layer with changing Phase value.
Thanks.
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How to control the particle tension? |
Posted by: anulagarwal - 13-07-2020, 09:55 AM - Forum: Obi Fluid
- Replies (5)
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Hi,
I am trying to implement a mechanic where using a sweeper/cube in Unity, I clear out the liquid and collect it in one corner.
So If the liquid is splattered across the floor, i clean and collect the liquid in a corner using a cube.
However while doing so, a lot of small particles just pass through the cube move really fast, How can i make the liquid thick and not separate from each other so easily?
Thanks
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Pin constraint attached to hanging platform has strange behavior |
Posted by: mr-matt - 12-07-2020, 12:16 AM - Forum: Obi Rope
- Replies (3)
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For context, I have a helicopter which will fly over a wood pallet and upon user input, 4 ropes will attach each corner of the pallet to the helicopter. These ropes are deactivated on start and the gameObjects are set active on user input.
I used the GrapplingHook.cs example as a reference. This video was the result.
Some observations:
- Upon connecting the ropes, the helicopters rotation was immediately locked to (0, 0, 0)
- The top end of the ropes seems to be constantly moving
- The pallet has a very strange gravity behavior
This is the code I used for the pin constraints:
Code: for (int i = 0; i < m_Ropes.Length; i++)
{
Transform anchorPoint = Pallet.GetAnchorPoints()[i];
// Create a new blueprint
ObiRopeBlueprint blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
blueprint.path.Clear();
blueprint.path.AddControlPoint(m_Ropes[i].transform.InverseTransformPoint(m_HelicopterAnchorPoints[i].position), m_HelicopterAnchorPoints[i].up, -m_HelicopterAnchorPoints[i].up, m_HelicopterAnchorPoints[i].up, 0.1f, 0.1f, 1, 1, Color.white, "Start");
blueprint.path.AddControlPoint(m_Ropes[i].transform.InverseTransformPoint(anchorPoint.position), anchorPoint.up, -anchorPoint.up, anchorPoint.up, 0.1f, 0.1f, 1, 1, Color.white, "End");
blueprint.path.FlushEvents();
await blueprint.Generate();
// Pin both ends of the rope
var pinConstraints = blueprint.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
var batch = pinConstraints.batches[0];
batch.AddConstraint(0, m_ObiCollider, Vector3.zero, Quaternion.identity);
batch.AddConstraint(blueprint.activeParticleCount - 1, Pallet.GetObiCollider(), anchorPoint.localPosition, Quaternion.identity);
batch.activeConstraintCount = 2;
m_Ropes[i].ropeBlueprint = blueprint;
// Enable the ropes
m_Ropes[i].gameObject.SetActive(true);
}
I also tried another approach using the ObiParticleAttachment scripts, I tried combinations of static and dynamic constraints but this was always the result:
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Create rope between 2 game objects |
Posted by: Aleksandar - 10-07-2020, 05:14 PM - Forum: Obi Rope
- No Replies
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Hi, I just got Obi Rope from the assets store, I am a beginner so maybe this is really easy to do but I could't manage to do it so far.
Is it possible to set 2 game objects (start and end) for the attachment points and a rope to be created automatically between those 2 objects, so I could adjust just the length of the rope to be more loose or tight?
-Thanks
Alex
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New fluid renderer in 5.5 |
Posted by: josemendez - 10-07-2020, 09:32 AM - Forum: Announcements
- Replies (3)
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Hi all,
While Obi 5.5 (aka Burst backend) is undergoing beta testing, we've been working on improving Obi Fluid's rendering system, looking forward to the 5.5 release:
- New, unified renderer system for all SRPs.
- Proper URP support.
- Preview HDRP support.
ObiSimpleFluidRenderer has been removed, leaving only ObiFluidRenderer.
While you still retain the ability to write your own renderer if needed, the new ObiFluidRenderer is a modular, extensible system designed to cover most needs. It does not require you to manually select fluid materials/shaders depending on what you want the fluid to look like: it can render opaque/transparent dielectrics w/wo absorption/metals/unlit fluids, using a reduced set of parameters, all of them exposed in the renderer's inspector:
![[Image: hAjV3Rx.png]](https://i.imgur.com/hAjV3Rx.png)
You can change blend modes, interpolate between opaque/transparent, use metalness to render molten metals, control reflectivity, absorption, smoothness, foam....etc. Every module is toggleable, so if you need cheap and fast rendering, you can disable all non-needed features and the resulting fluid shader will be stripped down to a variant containing the bare minimum code. You also have the ability to specify downsampling on a per-buffer basis, for finer control over performance.
All of this ensures the same fluid rendering system scales all the way down to very resource limited devices, and across multiple render pipelines.
More info/pic/videos soon .
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