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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 04:32 PM
» Replies: 1
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 2,985
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 766
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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: 837
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 577
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 543
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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: 1,045
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 884
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Destroy/Spawn Prefab with Solver & Rope |
Posted by: dylanrw - 14-05-2020, 05:38 PM - Forum: Obi Rope
- Replies (5)
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So I have a scenario where I have the following setup:
- Solver
- Rope
- RB
- RB2
- This entire assembly is stored in a prefab, RB and RB2 are linked via fixed joint, RB is pinned to the rope, the rope is pinned to an external rigid body.
- The rope and RB share a phase, where RB2 is in another phase, causing collisions.
- I have other items in the scene, that share the same phase as RB2, and should create collisions.
Everything works on the first instance of this prefab I instantiate, but on following prefabs, the pins work, but the collisions for external rigidbodies don't. The first spawn and following spawns are all instantiated the same way.
Any troubleshooting ideas?
Thanks!
Well, I'm not sure what's going on. I restarted unity due to an OS update and the issue is gone. I'm not entirely sure what caused such a specific behavior that just a restart would fix.
¯\_(ツ)_/¯
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Rope glitches |
Posted by: jem77fp - 13-05-2020, 07:36 PM - Forum: Obi Rope
- No Replies
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In sample scenes in FreightLift scene changing rope length causes glitches and some kind of minor rope shaking. and self collision does not work. using rope plugin version5.3. Got 3.4 version - and the same scene works fine there. How can I fix this? using unity 2019.3.7f1
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Compiling with Xcode does not end |
Posted by: Froagen - 12-05-2020, 11:43 PM - Forum: General
- Replies (2)
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Hello guys,I get this error when I want to test the liquid project with xcode
"Declaration does not declare anything"
the compilation process doesn't end
Have you ever encountered these problems before?
Unity version = 2019 3.1.13f1
Xcode version = 11.4.1
Thanks
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Obi Rope Crash When Using NetworkIdentity |
Posted by: alostsandwich - 12-05-2020, 12:57 AM - Forum: Obi Rope
- Replies (2)
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I've recently purchased Obi Rope with the hope of networking it by creating my own system for serializing particle positions/velocity and syncing them to the client.
A quick search shows that it should be possible using the ObiActor API.
http://obi.virtualmethodstudio.com/forum...p?tid=1114
http://obi.virtualmethodstudio.com/tutor...icles.html
However, whenever I add a NetworkIdentity component to the actor, Unity crashes when entering play mode.
I'm currently using Mirror v13.1.2 (latest version) but I have also tested it using 11.4.2. No difference.
My main project is currently on Unity 2020.1.0b8 but I have also experienced the crash on a fresh project in 2019.3.11f1.
This can be replicated on a fresh project as follows:
- Import Obi Rope 5.3
- Import latest Mirror from https://github.com/vis2k/Mirror/releases
- Open example scene Samples/RopeAndRod/Chains.unity
- Add NetworkIdentity component to "Obi Chain" object
- Enter Play Mode
- Crash
Any help would be greatly appreciated.
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Bucket on a rope |
Posted by: davidcole100 - 09-05-2020, 12:38 PM - Forum: Obi Rope
- Replies (1)
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Hi,
I am trying to throw a bucket attached to a rope. The physics is a bit wild however and the bucket is all over the place when thrown.
Is there any advice on how to damp down this behaviour?
Many thanks
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Some questions about point editing. |
Posted by: urtrangar - 09-05-2020, 07:56 AM - Forum: Obi Softbody
- Replies (3)
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Hello,
i've seen manual about softbody point edition (and about performance) and could not understand some things:
1) screenshots show editing a "surface" point versions, is "volume" one is similarily editable?
2) after some of points are removed, do those no longer affect performance, or those are still have to be calculated?
3) if a mesh contains faces/vertexes inside its volume, will those faces/vertices be used for points by "surface" softbody point builder?
Also am curious if it is possible to make softbody glued to animated mesh or making an "envelope" softbody around animated mesh (jelly man with bones inside)?
So that resulting softbody would generally follow character's bones/limbs with some jiggle/deformations from hits. Which way might be best if such behaviour is possible at all with obi: surface softbody, volume softbody or balooned cloth?
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