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Stretching verts uniforml...
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Scripting rod forces
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Burst error causing crash...
Forum: Obi Rope
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Controlling speed of emit...
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Looks nice on editor but ...
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How to Shorten or Scale t...
Forum: Obi Rope
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The Limitation of Using O...
Forum: Obi Rope
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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
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29-08-2025, 09:05 AM
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[Workaround] Setting target at runtime for ObiParticleAttachment |
Posted by: VirtualCucumber - 11-03-2020, 10:30 PM - Forum: Obi Rope
- Replies (3)
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Made a thread awhile back regarding this issue here.
I havent fully tested this workaround but since my current project has networking and players have "body parts" that are ropes it requires me to spawn them on player creation for those ropes to sync across the network. Once instantiated then I have to assign the "target" variable from the ropes ObiParticleAttachment component and found out if you assign the ropes game object position to where you want it then set the target variable attachment without it being under a solver (as a child) and then reparent it to the solver (so it can simulate) it keeps its position you assigned originally without it doing what you can see in the old thread.
Code: private void SpawnBodyPart(GameObject bodyGO)
{
// Instantiate locally then on server for all clients
var goInstance = Instantiate(bodyGO, transform.position, bodyGO.transform.rotation);
NetworkServer.Spawn(goInstance);
// Assign target attachment to player
var attachment = goInstance.GetComponent<ObiParticleAttachment>();
attachment.target = transform;
// Reparent to main solver
var solver = GameObject.FindGameObjectWithTag("ObiSolver");
goInstance.transform.SetParent(solver.transform);
}
Thats on creation, there some other functions I will be testing and one of the main ones is having player pick up items which is very easy to do with ObiRope. Once the rope end reaches the item ill try this workaround to see if I can attach the ropes (arm) end to the item object. I really like the new pin/attachment system in Obi5 for the dynamic 2 way physics and will probably have to attach quite a bit at runtime.
I just wanted to bring this up because I think attaching at runtime would be a nice feature.
Ill update this if attaching with the other functions work.
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Softbody Particle Attachment |
Posted by: buscfred - 10-03-2020, 08:50 AM - Forum: Obi Softbody
- Replies (5)
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Hello,
I am trying to have something like a metal sheet simulated by Obi softbody and I want to attach handles on both sides (left and right). Is it possible to achieve this? The behaviour I want is when pulling one handle the other handle should follow but if force is being applied to both handles then the sheet should bend. Imagine it like grabbing a metal sheet with both hands and then bending it around. Some tips would be much appreciated.
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Precise cutting |
Posted by: dotyou - 08-03-2020, 04:42 PM - Forum: Obi Cloth
- Replies (1)
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Hey there,
I bought the asset yesterday mainly due to the fact you can tear the cloth. I was wondering if you are able to make precise cuts (example; if you were to use a knife to cut a straight line) with the asset. If it is possible, could you point me in the right direction? Also is there documentation for this asset?
Thank you,
dy
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Avoid writing Obi data to scene file |
Posted by: local306 - 06-03-2020, 11:41 PM - Forum: Obi Cloth
- Replies (3)
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Is there any way to avoid writing Obi data to the scene file? It's bloating my scene file and the Unity YAML merge tool cannot deal with the file across version control i.e.) it cannot resolve conflicts.
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(noob question) how to find and set numParticles |
Posted by: geschaftsreise - 04-03-2020, 08:28 PM - Forum: Obi Fluid
- Replies (1)
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In the forums I can see references to people setting 'Num Particles' somewhere in the emitter code, but I can't find that variable anywhere in the emitter or anywhere else.
I can get the max number of particles from...
Code: thisEmitter = GameObject.Find("Emitter");
numParticles = thisEmitter.GetComponent<Obi.ObiEmitter>().particleCount;
But 1. that's a private read-only variable, and
2. I can't find where it's initialized in the first place (which makes me feel like a totaly idiot).
Can someone point me to where I need to go?
Thanks.
###### edit #######
nevermind, this seems to be handled within the blueprint. I'll leave this for anyone else who ever has issues finding this.
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