Search Forums

(Advanced Search)

Latest Threads
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
15-09-2025, 04:32 PM
» Replies: 1
» Views: 223
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 3,147
Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 296
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 581
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 809
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 878
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 613
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 576
Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,080
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 926

 
  Cloth Collision Clipping through Collider
Posted by: romanjjj - 12-03-2020, 01:59 PM - Forum: Obi Cloth - Replies (1)

After trying to figure this out for 2 days now, I came to the conclusion, that i need some help from more experienced users. Since I'm a newbie to unity and obi. Just started with Unity this semester.

We're trying to accomplish to get a cylinder to collide with the cloth in way, so that you can see the cylinder and its edges pushing through the cloth, but not tearing it. Meanwhile the Cylinders Rotation on the X- and Z-axes is controlled by a devices accelerometer so the cylinder can tilt about 11 degrees in any direction. 

With the help of the tutorials I managed to set it up in a way that the cylinder and the cloth collide almost the way we wanted to (finer and sharper detail on the edges would be nice). 

The Problem appears when the cylinder tilts, at a certain point the cylinder starts clipping through the cloth. It seems to me like a minor problem, seeing the capabilities of obi cloth, but obviously my capabilities are limited. 

Can someone help me with setting up the cloth collision? 

It's for a university project which is due in 2 weeks so any quick help is appreciated immensely. 

I attached some Screenshots. One shows the design i want to accomplish, which i mocked up in PS. And the other screenshots show the unity project working and not working when tilted to the max. 

   
   
[attachment=628]
[attachment=627]



Attached Files Thumbnail(s)
   
Print this item

Bombilla [Workaround] Setting target at runtime for ObiParticleAttachment
Posted by: VirtualCucumber - 11-03-2020, 10:30 PM - Forum: Obi Rope - Replies (3)

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.

Print this item

  Softbody Particle Attachment
Posted by: buscfred - 10-03-2020, 08:50 AM - Forum: Obi Softbody - Replies (5)

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.

Print this item

  ObiMeshBasedActorBlueprintEditor coludn't be created
Posted by: buscfred - 09-03-2020, 12:50 PM - Forum: Obi Softbody - Replies (10)

Hello,
every time i try to create a new ObiSoftbodyBlueprint surface or ObiSoftbodyBlueprint volume i get the following errors in my console:

Instance of ObiMeshBasedActorBlueprintEditor couldn't be created. The script class needs to derive from ScriptableObject and be placed in the Assets/Editor folder.
Instance of ObiMeshBasedActorBlueprintEditor couldn't be created. The script class needs to derive from ScriptableObject and be placed in the Assets/Editor folder.
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

Therefore I am not able to use the editor for the blueprint as shown in the documentation (I can't even press 'Generate' for my mesh).

   
   

Print this item

  Precise cutting
Posted by: dotyou - 08-03-2020, 04:42 PM - Forum: Obi Cloth - Replies (1)

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

Print this item

  Avoid writing Obi data to scene file
Posted by: local306 - 06-03-2020, 11:41 PM - Forum: Obi Cloth - Replies (3)

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.

Print this item

  Rope Jitters Connected to moving Gameobject with Handle
Posted by: putput82nd - 05-03-2020, 04:38 PM - Forum: Obi Rope - Replies (1)

I have a rope that is connected to a GameObject with Handles, this GameObject moves with the camera motion, When moved the rope will separate from the GameObject and return to it after the motion has stopped.

Print this item

Pregunta Obi Collision Not Working
Posted by: Komsur - 05-03-2020, 04:06 PM - Forum: Obi Fluid - Replies (1)

Hello,

I'm having trouble with my Obi Fluid in that the collisions aren't working. I've applied an Obi Collider to the thing I want to hit and my Obi Fluid has collision enabled, but my particles are still going through the floor.

I'm not exactly sure what else I can add, any ideas?

Thanks if you can help!

Print this item

  I want to use obi fluid for large scale.
Posted by: Alexay - 05-03-2020, 11:00 AM - Forum: Obi Fluid - Replies (8)

Hello, everyone.
Today I am going to discuss about obi fluid asset usage into my unity project.
I am really like the videos attached to the unity asset store for this asset.
But I saw it doesn't support in large scale mode like ocean or river.
Because when I set the maximum particle count to over 3000, then it crashes.
Is there anyone who has a solution for this?

Of course it will be better if anyone has a great solution with Unity HDRP.

Thanks. Alexay Sonrisa

Print this item

  (noob question) how to find and set numParticles
Posted by: geschaftsreise - 04-03-2020, 08:28 PM - Forum: Obi Fluid - Replies (1)

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.

Print this item