Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
15-09-2025, 04:32 PM
» Replies: 1
» Views: 192
|
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 3,113
|
Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 282
|
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 557
|
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 796
|
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 865
|
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 602
|
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 565
|
Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,068
|
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 915
|
|
|
Freezing and moving obi fluid |
Posted by: Andrew Graham - 27-03-2020, 08:37 PM - Forum: Obi Fluid
- Replies (2)
|
 |
Hello,
I am using Obi Fluid for a game, and I am very impressed. However, I am stuck at something that I thought would be easy.
I am pouring a viscous fluid over an object, and I want to freeze the motion of the fluid and then rapidly move the object to another position with all the liquid going with it and staying in place. The solver and the emitters are children of the object.
Instead, all the liquid flies off.
If I disable the solver or the updater, the fluid stays fixed in world space and the object moves away from it.
Am I missing something obvious?
Many thanks,
Andrew
|
|
|
Obi fluid and VR |
Posted by: davidcole100 - 27-03-2020, 10:41 AM - Forum: Obi Fluid
- Replies (6)
|
 |
Hi,
My use case is to create a VR simulation of some laboratory procedures involving pouring of samples.
Advertising shows flasks doing just that.
Problem 1 Scale.
The scaling tutorial video shows procedure to reduce scale by scaling the solver. For me this works down to about 0.2 the scale of the faucet and bucket example. Any smaller (0.1 or below) the fluid is transparent- can't see it
I need the scale to be at the size of a sample vile in a VR scene that's based on 1 unity unit = 1 meter. That looks like its out.
Problem 2 VR Toolkit
When making the bucket (in the faucet sample scene) intractable with the VR Toolkit, as soon as I "grab" the bucket, the fluid passes through the bucket.
I'm spending too much time on this.
Any one had similar issues? Are they insurmountable with this asset?
Should I be looking for a different solution?
Many thanks
Dave
|
|
|
Some Questions About Obi Fluid |
Posted by: relevantname - 26-03-2020, 10:32 PM - Forum: Obi Fluid
- Replies (3)
|
 |
Hi, today I played with Obi Fluid and I wanted to ask some questions.
- How to use Obi Particle Baker? I couldn't found any documentation.
- When I use high density materials, the collision on bucket is not properly works. (The particles go out on collider when I move the bucket fast.)
- Is there any way to prepare the fluid before scene is started? (For example a glass of water needs to be ready when the scene started.)
Thanks in advance.
|
|
|
Inner strain at specific position |
Posted by: fiasko - 26-03-2020, 04:31 PM - Forum: Obi Rope
- Replies (2)
|
 |
Hey there,
I'm trying to measure the strain (or force.. or anything equivalent) at a specific point of the rope. Is that possible? Alternatively, the force/strain on a ParticleAttachment would also suffice.
Please note that comparing ObiRope.restLength and ObiRope.CalculateLength() is not working for me because it would also report some strain if one side of the rope hangs down freely (so it's stretched there) whereas the rest of the rope might be flat on the ground and I'm interested in the strain there.
To give some reference what I'm trying to achieve:
The player should be able to drag a "roll" (it's actually a rope of increasing length) of cable, that is attached to a plug one side towards another location and connect it there. I would like to measure the force at the roll to increase the length of the cable there as he walks.
Thanks in advance!
|
|
|
iOS Xcode build stuck |
Posted by: Gleb Palchin - 26-03-2020, 12:06 PM - Forum: Obi Rope
- Replies (18)
|
 |
To recreate the problem do this steps:
1. Create an empty Unity project in Unity 2019.2.20f1
2. Import latest version of Obi Rope
3. Add sample scenes into build settings
4. Export
5. Build in Xcode
6. Its stuck on first Ld command in Xcode forever. something is going on with ios library (dll) file
Last log where it gets stucked:
Quote:Ld /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/arm64/Binary/noodlesdoodles normal arm64 (in target 'Unity-iPhone' from project 'Unity-iPhone')
cd /Users/glebpalchin/Desktop/Builds/iOS/Obi_Test
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -target arm64-apple-ios9.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS13.4.sdk -L/Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos -L/Users/glebpalchin/Desktop/Builds/iOS/Obi_Test -L/Users/glebpalchin/Desktop/Builds/iOS/Obi_Test/Libraries -L/Users/glebpalchin/Desktop/Builds/iOS/Obi_Test/Libraries/Obi/Plugins/iOS -F/Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos -filelist /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/arm64/noodlesdoodles.LinkFileList -Xlinker -map -Xlinker /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/noodlesdoodles-LinkMap-normal-arm64.txt -dead_strip -Xlinker -object_path_lto -Xlinker /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/arm64/noodlesdoodles_lto.o -fembed-bitcode -Xlinker -bitcode_verify -Xlinker -bitcode_hide_symbols -Xlinker -bitcode_symbol_map -Xlinker /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos -Xlinker -final_output -Xlinker /Applications/noodlesdoodles.app/noodlesdoodles -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -weak_framework CoreMotion -weak-lSystem -framework Security -framework MediaToolbox -liPhone-lib -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework AVKit -framework CFNetwork -framework CoreGraphics -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -lil2cpp -lOni -framework GameKit -weak_framework StoreKit -weak_framework Metal -Xlinker -dependency_info -Xlinker /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/arm64/noodlesdoodles_dependency_info.dat -o /Users/glebpalchin/Library/Developer/Xcode/DerivedData/Unity-iPhone-cnobtpkwduqzclewvxytgxrmiror/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/arm64/Binary/noodlesdoodles
|
|
|
ArticulationBody support |
Posted by: fiasko - 26-03-2020, 11:45 AM - Forum: Obi Rope
- Replies (6)
|
 |
Hey there,
I'm not sure if you are aware of the new type of rigidbody: ArticulationBody. It's discussed in greater detail here: https://forum.unity.com/threads/feathers...ns.792294/
It's basically a new way of having super stable hierarchical joints for robotics and similar applications. I tried it with ObiRope and unsurprisingly, static interaction works. But I guess thats just the same as moving the transform of any collider with an ObiCollider component attached.
The API is similar to the one provided by the RigidBody, you can add torques and forces and read velocity and angularVelocity. Directly adding to the velocity or angularVelocity like it's done in ObiRigidbody is not possible because they're only getters.
I also tried to get working that the Rope is dragged along the surface of moving ArticulationBody. For that, I copied ObiRigidbody to a new ObiArticulationBody class and removed the code from UpdateVelocities(). Finally I added a method overload for Oni.Rigidbody.Set(UnityEngine.ArticulationBody) (in Oni.cs), that reads the velocity and angularVelocity and removed the rotation axis constraints code.
Code: public void Set(UnityEngine.ArticulationBody source, bool kinematicForParticles){
bool kinematic = !Application.isPlaying || kinematicForParticles;
rotation = source.transform.rotation;
linearVelocity = kinematicForParticles ? Vector3.zero : source.velocity;
angularVelocity = kinematicForParticles ? Vector3.zero : source.angularVelocity;
// center of mass in unity is affected by local rotation and position, but not scale.
// We need it expressed in world space:
centerOfMass = source.transform.position + rotation * source.centerOfMass;
Vector3 invTensor = new Vector3(
1/source.inertiaTensor.x,
1/source.inertiaTensor.y,
1/source.inertiaTensor.z);
// the inertia tensor is a diagonal matrix (Vector3) because it is expressed in the
// space generated by the principal axes of rotation (inertiaTensorRotation).
inertiaTensor = kinematic ? Vector3.zero : invTensor;
inertiaRotation = source.inertiaTensorRotation;
inverseMass = kinematic ? 0 : 1/source.mass;
}
However, the rope that I put on top of a moving Cube is not dragged along. Any ideas?
|
|
|
ObiPathSmoother influences physics? |
Posted by: TheMunk - 26-03-2020, 10:35 AM - Forum: Obi Rope
- Replies (2)
|
 |
So I was trying to optimize my scene by lowering the smoothing levels of ropes not on camera - hoping that would lead to faster mesh/line rendering.
However, I've noticed doing this on one of my ropes influences its physics:
Code: private void OnBecameVisible()
{
SetVisuals(true);
}
private void OnBecameInvisible()
{
SetVisuals(false);
}
private void SetVisuals(bool state)
{
onCamera = state;
//will only reappear if solver is enabled
if (_obiSolver.enabled)
{
/*if (_ropeExtruder)
_ropeExtruder.enabled = state;
if (_ropeLineRenderer)
_ropeLineRenderer.enabled = state;
*/
if (state)
_obiPathSmoother.smoothing = ogPathSmoothingLevel;
else
_obiPathSmoother.smoothing = 0;
}
}
If I disable the script, the simulation is more stable (and correct) - if enabled the rope particles (close to dynamically updated static attachments) will freak out.
Is this expected behavior? Isn't the smoothing only for visuals? not for physics?
|
|
|
|