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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
6 hours ago
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
Yesterday, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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06-09-2025, 06:29 AM
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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
Last Post: josemendez
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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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
Last Post: chenji
29-08-2025, 09:05 AM
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Is it possible to impleme...
Forum: Obi Rope
Last Post: chenji
27-08-2025, 10:13 AM
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How to Controll Rope Elements/segmrents and have better collision |
Posted by: Barax94 - 25-08-2024, 02:14 AM - Forum: Obi Rope
- Replies (3)
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What im trying to do with OBI Rope is a simple weaving mechanics. In which i have rows of cylinders and then I use the rope in this case the wefts to move across and wrap around thos columns back and forth:
Notes
Im using OBI-Rope Version 7
Im using the Cursor to add new segements/Particles at the end of the rope
Main Issuses
- When I hit the down or up arrows using rigidbody force to move the rope 1 unit along a clyinder,, the whole rope is affected, But what i want is on ly for the last one or last to segments to be affected by this force and all the previous one should stay where they at. ( Shown at the end of the attched video)
- When the rope is moving faster the collision breaks and rope goes through the columns/warps. but if I move it slower it seems to act good which brings us to issue #3
- Im building on top of the Wrap-The-Rope Sample scene, which by default has a tension. I can stop this tension by making the start attchment as Static by then i lose the colliding
My questions are- How to control specific segemnts as to freeze their position once created and only move the last n-ones
- How to have collison not be broken no matter how fast or streched is the rope
- How to stop/ disable the tension without the comprimising the dyniamic bhaviour of the attched ends
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Chain Renderer with Burst can not use Point Light |
Posted by: asimofu_ok - 22-08-2024, 08:11 AM - Forum: Obi Rope
- Replies (6)
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I updated to Obi 7 and Chain Renderer no longer accepts forward_add passes for Point Light, Spot Light, etc.
The render is built-in and the Solver is Burst.
There seems to be a problem with Graphics.RenderMeshInstanced() used in BurstChainRopeRenderSystem.cs but I don't know what to do.
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Demo Scene - Snake - Navmesh |
Posted by: devmert - 20-08-2024, 08:27 PM - Forum: Obi Rope
- Replies (3)
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Hello,
The controls of the snake in your Snake demo are good but I want to move it only on the ground using the point&click logic mechanics using the navmesh agent.
How can I do it?
Thanks
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Selecting Objects in Hierarchy Triggers Unintentional Physics |
Posted by: PRodi - 19-08-2024, 11:52 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I’m using Obi Rope Version 7.0.1 with Unity 2022.3.42f1, and my project is built with URP. I’m trying to create a lamp with a cable in VR that is attached to the ceiling. I based it on the "Chains" scene but encountered some issues:
- Whenever I select something in the Scene, Hierarchy, or Project, it triggers movement of the object hanging on the rope.
- When the object is hanging on the rope, it randomly jumps after standing still for some time, and this behavior repeats constantly.
I've attached a video demonstrating the issue:
https://www.youtube.com/watch?v=CNmVGeAQKo8
Additional Question: Is there a more efficient or performant method for creating hanging lamps with cables compared to using the "Chains" scene as a base?
Any assistance would be greatly appreciated.
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Obi Rope Prefab Pluger not working |
Posted by: PRodi - 19-08-2024, 04:05 AM - Forum: Obi Rope
- Replies (2)
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Hi,
I’m using Unity 2022.3.42f1, and my project is built with URP. After freshly downloading and installing Obi Rope into my project, I encountered some errors/bugs:
In your "ElectricalWires" scene, when I copy the Obi Solver in the Hierarchy or create a new prefab from the Obi Solver and try to use it in the same scene, I encounter the following errors after pressing the play button:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRopePrefabPlugger.OnEnable () (at Assets/Obi/Scripts/RopeAndRod/Utils/ObiRopePrefabPlugger.cs:27)
(The same issue occurs if I try to duplicate any of the Obi Ropes multiple times in the scene hierarchy. Some instances work fine, and I can see sparks after tearing apart cables, but others generate these errors.)
I would like to use this as a prefab in my other game levels.
Can you please assist me in resolving this error?
Thank you for your help.
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Roadmap for Unity Physics package |
Posted by: VirtualCucumber - 15-08-2024, 04:51 AM - Forum: Obi Rope
- Replies (1)
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Hi,
is there a plan to integrate Obi with Unity Physics package that uses DOTS? And if so, when could we see it released?
I will be using the new Unity Physics package instead of the standard physics engine due to my networking requirements for server-authoritative physics and I would love to utilize Obi as the ropes.
Thanks.
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Hook-a-Duck VR |
Posted by: Mast26 - 14-08-2024, 07:24 PM - Forum: Made with Obi
- Replies (1)
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Hi all, this was just released yesterday and i figured i would post it here, would love to hear what you guys think!
Basically, Hook-a-Duck VR is a simple VR interpretation of the classic fairground stalwart, with a few extra spicy additions. Despite what it might look like in the video, this doesn't use Obi Fluid, it only uses Obi Rope for the fishing rod's line and the Obi Bone functionality for some physics on the fishing rod itself.
It's available on Steam & Itch.io, and there is a demo available but currently only on Itch (There's a "Download demo" section on the page linked previously). The Steam version of the demo will be available later.
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