Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 04:32 PM
» Replies: 1
» Views: 169
|
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 3,031
|
Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 264
|
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 532
|
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 774
|
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 849
|
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 583
|
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 548
|
Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,054
|
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 892
|
|
|
mesh collider not working |
Posted by: Duncano - 28-05-2020, 05:46 PM - Forum: Obi Softbody
- Replies (1)
|
 |
Hi,
it appears mesh colliders no longer work.
we are doing a HDRP project in 3.13
(Support Unity versions
2019.2.9 or higher)
Most things seem to work in 3.13, but mesh colliders do not...is this correct.
basically trying to get objects to collide in a cylinder ( while avoiding arraying a load of boxes)
thanks in advance.
Duncan
|
|
|
IndexOutOfRangeException: Index was outside the bounds of the array. |
Posted by: Bhavesh - 27-05-2020, 04:16 PM - Forum: Obi Cloth
- Replies (1)
|
 |
I am getting this error when creating skinned blueprint.
This is garment details of verts etc/
https://drive.google.com/file/d/1Zy9Tcbu...sp=sharing
IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiParticleEditorDrawing.DrawParticles (UnityEngine.Camera cam, Obi.ObiActorBlueprint blueprint, System.Boolean[] facingCamera, System.Boolean[] selectionStatus, System.Int32[] sortedIndices) (at Assets/Obi/Editor/Common/Blueprints/ObiParticleEditorDrawing.cs:87)
Obi.ObiActorBlueprintEditor.OnSceneGUI (UnityEditor.SceneView sceneView) (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:301)
UnityEditor.SceneView.CallOnSceneGUI () (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEditor.SceneView.OnGUI () (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEditor.HostView.Invoke (System.String methodName) (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEditor.DockArea.OldOnGUI () (at <cf7d2c2e83f749e8943578126f9eff4b>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Boolean straightY, System.Single pixelsPerPoint, System.Exception& immediateException) (at <95b42489e2e04430a87c3760aa29fca2>:0)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render (UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection, UnityEngine.UIElements.PanelClearFlags clearFlags) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <95b42489e2e04430a87c3760aa29fca2>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <35bab3c7b0dc4999845bcfccc7758d96>:0)
|
|
|
stop simulation |
Posted by: lpdev22 - 27-05-2020, 12:49 PM - Forum: Obi Fluid
- Replies (1)
|
 |
Hi
English is not my language, please excute this.
In my project, sometimes it needs to stop the fluid simulation to make high performance so i disabled obisolver component or updater component as you mentioned.
It stopped the simulation but it disappeared the particles like what used a mesh(Obi Instanced Particle Renderer)
How can i stop simulation without disappearing?
Thank you.
|
|
|
Lock Softbody Movement & Cut it |
Posted by: arrnav96 - 27-05-2020, 06:42 AM - Forum: Obi Softbody
- Replies (13)
|
 |
I'm making a softbody cutting game. A knife stays above the softbody object (Slime) and can be moved vertically down in a straight motion plane (Y-plane only) by user touch drag to "cut" a piece off the slime. (The knife does not rotate during the motion, only moves up and down). The plane of cutting can be selected by moving the knife above in any horizontal direction. (X-plane only)
I want the spherical slime softbody to appear to be 'frozen' or hovering just above a platform below it (Frozen position and rotation), but STILL be affected by the knife if user touches it (Bend inwards when knife is penetrating the slime). Once the knife penetrates to a deep enough Y-position inside the slime, I use a mesh cutting tool (Ezy Slice) to cut off the mesh at that Y-plane and will instantiate a new softbody (Generating new blueprint and softbody cut piece) which falls off to the platform below.
----
Two questions:
1. How do I lock the position of a softbody upon instantiating it's prefab? What if I want to define my own spawn position and lock the object there? The transform does not seem to be in sync with the object's actual position once it touches anything and slightly moves. (And yes, I have made the 'main' softbody a child of an empty parent object and then tried moving). Currently it seems to move away if the knife touches it from above.
2. Is the aforementioned kind of mesh cutting possible? The cutting usually works very well with non-softbody regular meshes, but I'm thinking how do I go about cutting off a part of the main softbody considering the original mesh is no longer preserved because of the particle based way Obi softbody works?
The mesh cutting algorithm is such that at the cutting plane, the original mesh is destroyed and two new meshes are generated preserving their positions with respect to the original object. The cross section of both meshes use the material of original object.
------
My plan is -
1. When the knife reaches cutting Y-position, Preserve mesh shape of the softbody in it's instantaneous "bent" shape, then pass THAT on to the mesh cutter.
2. Destroy the original softbody, generate two new meshes and their shapes and position being the same as previous state of main softbody, then generate their blueprints and convert them to softbodies, then add gravity to the smaller piece so it falls off to the platform below.
3. The above two steps need to happen at a duration of below 1 second or so. As the mesh cutting works very fast with regular meshes (Any polycount and shape on mobile), the only hindering factor I see here is the time taken to generate blueprint and softbody on runtime.
Will this work?
|
|
|
Generate burst by script? Is this the normal behaviour in Burst mode? |
Posted by: emz06 - 27-05-2020, 01:48 AM - Forum: Obi Fluid
- Replies (1)
|
 |
Hi,
I've tried out settings in Burst mode to simulate shampoo coming out of the bottle.
But it seems I can use the emitter's speed the same way as with Stream.
-How can I generate a burst via script, without waiting for current particles to disappear?
I tried ObiEmitter.EmitParticle, but it only emits one particle. I'd like to emit the entire capacity of one Burst.
I want to be able to generate many bursts in a row from script, and have the fluid accumulate underneath.
Also, even when I set emitter's speed to 0, particles are still flowing, and are generated every "lifespan" seconds. Is this the normal behaviour in Burst mode?
Thanks
|
|
|
particle editor not working on macos |
Posted by: lbouis - 24-05-2020, 09:49 PM - Forum: Obi Cloth
- Replies (6)
|
 |
Hi,
I installed Obi Cloth 5.3 on my macos (Catalina 10.15.4) on Unity 2019.3.13f1 and when I try to edit particles on a cloth blueprint, the editor seems broken.
- The circle position seems off compared to the mouse pointer and seems useless.
- Sometimes selecting with left click does not do anything
- In the hierarchy view, the component does not detect that I selected some particles (when I sometimes can actually select some). It says 'no particles selected' even when some are highlighted/selected.
I tried it on Windows and it works just fine, so this seems to be a macOs specific issue.
Is there any fix/workaround for this?
Thanks.
|
|
|
whats wrong with this cloth? |
Posted by: lloydhuang - 23-05-2020, 07:49 AM - Forum: Obi Cloth
- Replies (2)
|
 |
this is a lady with obi cloth(skinned). cloth mesh setting:
when i run the scene, the cloth goes to the air~
this is solver setting, i tried to use all initial settings, or close all options, or enlarge the particle numbers, problem not solved.
this is cloth setting, also, i tried to close everything, tried to modify particle radius,etc, problem not solved.
PS:
This is happened in several of my models. In one of it , I rebind it many times using different ways, and the problem solved, but i dont know why.
PS2: for the first image, i noticed the notes: Closed: False. Is this the reason? What is closed means?
|
|
|
|