Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
15-09-2025, 04:32 PM
» Replies: 1
» Views: 192
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 3,113
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 282
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 557
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 796
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 865
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 602
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 565
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,068
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 915
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Collision and Ara Trails |
Posted by: Snail921 - 25-06-2020, 02:59 PM - Forum: General
- Replies (2)
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Hi!
I am interested in buying Ara Trails asset but before I do it, there is a few questions about its functionality.
Does Ara Trails have collision/trigger detection?
If not, do you have any plan to add it to the asset in the future?
Thanks,
Snail
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Rope weight effect on rigidbodies |
Posted by: hermonir - 24-06-2020, 02:24 PM - Forum: Obi Rope
- Replies (1)
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Hi,
I have a rope with two pin constraints that attach it to a fixed collider on one side and to a rigidbody on the other side.
The rigidbody moves in the scene. I need the rope to affect it physically - pull it down because of the rope's mass. As the rigidbody moves away and the rope stretches between the fixed point and the rigidbody, it should also pull the rigidbody sideways, toward the fixed point.
Is this possible? Changing the particles mass for the rope did not change anything in this regard.
Thanks
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Disk Radius Script Not Working |
Posted by: goldenmommy - 24-06-2020, 10:23 AM - Forum: Obi Fluid
- Replies (2)
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Hello,
I'm trying to modulate the disk radius every frame. Should be very simple:
public Obi.ObiEmitter haloEmitter;
public Obi.ObiEmitterShapeDisk disk;
void Start()
{
disk.radius = .1f;
}
void Update()
{
disk.radius += .06f;
}
And, indeed, in the inspector the radius increases over time, but the result is not rendered -- it stays at whatever radius is set in the inspector before I enter game mode. In fact, whenever I set the radius in script, the result is not rendered, even if I simply assign it a value in Start(). Any suggestions?
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Bouncy Soft Body |
Posted by: iliakot - 23-06-2020, 07:17 PM - Forum: Obi Softbody
- Replies (3)
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Is there a way to make soft body bounce from the floor? Similar to what can be achieved with Physic Material and Colliders in standard Unity's PhysX. Bounciness is missing from Obi Collusion Material. Thanks in advance for any reply or suggestion how it can be implemented.
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(5.3) ObiCloth passes through colliders when instantiated as prefab |
Posted by: caldorf - 23-06-2020, 10:31 AM - Forum: Obi Cloth
- Replies (3)
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Just purchased and am really impressed with Obi Cloth overall.
I am using it to build a run time level editor in Unity.
I have a prefab for a character that is lying down with a blanket on top. The blanket is an ObiCloth. The configuration of the cloth was copy and pasted from the ClothStaticMeshCollider sample scene.
My prefab works when I drag and drop the prefab from the "Project" window in the IDE at both build and run time. The cloth properly collides with the colliders, etc... Looks great.
However, when I try to instantiate the same exact prefab from a script, the cloth passes directly through the colliders, and drops through the ground and into the bottomless abyss.
This script is triggered at runtime when I point and click where I want the object with the cloth applied to it to appear.
I instantiate the prefab with something like the below snippet:
Code: // NOTE:
// "type" is set at build time in the inspector
// to the same prefab that works when I drag and drop it into a scene
Public GameObject type;
GameObject w = Instantiate(type);
The prefab is made up of (1) my character model, (2) a bunch of capsule colliders w/ ObiColliders for the character, (3) a plane with another collider w/ ObiCollider, and (4) the Obi cloth.
When I inspect the instantiated prefab all the components and hierarchy are the same when it's instantiated via script or IDE.
I've tried programmatically adding the solver, and changing the phases for the colliders. In both cases I found a way to make it work when I drag at drop the prefab from the Project window in the IDE into my scene. However, I've still not managed to get the obicloth blanket to work when the prefab is instantiated at run-time via script.
Before I dive any deeper I thought I'd check in to see if there is a known fix for this issue.
Any ideas on how to get my prefab to work when programmatically instantiated?
Thank you for your help!
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