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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,036
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Not Building on iOS and collisions issue |
Posted by: Rohaan081622 - 02-05-2020, 04:28 PM - Forum: Obi Fluid
- Replies (15)
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Hi there, I have a problem and a few questions
Problem is that I am using unity 2019.2.2.1f1 and when I build the project for iOS it gets stuck on linking with no errors and stays there forever. You can generate that by downloading the obi into an empty project and build.
Now questions
1 - how to detect collisions, I have tried all the docs and examples. simple fluid renders fine and flows well but I want to get callbacks when it collides with certain objects.
By the way, I have used the example script CollisionEventHandler and also change the phase and thickness but no success. it does not log anything.
There should be a video tutorial!!!
plus is there any possibility if it works finger crossed to use the triggers.
2 - How to set a separate layer for the fluid particles which can be used to enable disable collision with certain layers.
Please help and I'll update my review on the store.
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Cloning A Rope Exactly |
Posted by: alininavcisi - 02-05-2020, 12:04 PM - Forum: Obi Rope
- Replies (1)
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Hello.
I want help about cloning a rope in runtime. I have a rope attached to player's hand. I need to clone it exactly with old one, with positions of particles i meant. Old one will be stay in game for 5-6 seconds, new one will be new rope of the hand. And old rope vs new rope shouldn't collide so I have made layer matrix settings. I have used saving state and load immediately, but there are also some obstacles in map, rope may go through the walls, I am really stucked.
Result : https://streamable.com/digvso
Save/Load script :
Code: public ObiActorBlueprint Save()
{
ObiActorBlueprint state2 = Instantiate(rope.blueprint);
rope.SaveStateToBlueprint(state2);
return state2;
}
public void Load(ObiActorBlueprint state3)
{
rope.ropeBlueprint = (ObiRopeBlueprint)state3;
}
Thank you.
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Unity Collider Position - Raycast Spherecast |
Posted by: fishing-rod - 01-05-2020, 02:31 PM - Forum: Obi Rope
- Replies (7)
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Hi,
I want the player to be able to pick up a rod. I'm checking for pickable objects via spherecasting in front of the player. Unity collider, which are needed for raycasting, are not moving though when attached to a rod. How else could I detect a rod via casting?
greetings
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unrigged cloth animation with rigged character avatar |
Posted by: Bhavesh - 01-05-2020, 01:22 PM - Forum: Obi Cloth
- Replies (2)
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How can i animate without rigged separate cloth with rigged avatar? Where cloth i can change dynamically. so avatar will be same for other cloth also. Please help i have tried with rigged cloth with rigged avatar but cloth animation not looks realistic. Please help.
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