Latest Threads |
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
04-07-2025, 11:29 AM
» Replies: 2
» Views: 77
|
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 766
|
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 172
|
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 241
|
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 700
|
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 232
|
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 136
|
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,183
|
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 250
|
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 131
|
|
|
Pulling on a slack rope laying on the ground |
Posted by: basilisk - 13-02-2020, 09:58 PM - Forum: Obi Rope
- Replies (2)
|
 |
So I've made a a small S-shaped slack of rope and it's laying on the ground (terrain).
When I pull one side of it, the whole rope (including the bendy slack) moves with the pulled end.
The rope should pull straight and give up that S-shape, but mine doesn't. If I pull it straight up into the air, then it does! Gravity pulls the rope straight and it looks really loose and proper. But dragging it across the ground does not.
I'm sure I have some settings incorrect, but I cannot figure it out!
|
|
|
OpaqueFluidShader w/ 2019.3 & URP |
Posted by: ilterbilguven - 13-02-2020, 04:21 PM - Forum: Obi Fluid
- No Replies
|
 |
Hi,
I'm using this asset with Unity 2019.3(.1f1 / .0f6) with URP. While using OpaqueFluidShader, I encountered a bug: In built project, fluid is darker than than I saw in editor. To reproduce the issue in the editor; close scene tab, and restart Unity. Then, in play mode (while scene tab is not opened in anywhere), you can see the fluid is darker. But, when you open the scene tab, fluid get brighter. I have no issue with dielectricfluid & fluidcolorblend.
Is there anything to fix this?
|
|
|
Reset rope starting shape? |
Posted by: basilisk - 13-02-2020, 12:18 PM - Forum: Obi Rope
- Replies (4)
|
 |
I have a coiled rope that unwinds nicely when the rope is enabled. I want to have the rope reset to it's starting coiled shape every time I activate it. How to I reset the rope to it's original shape?
|
|
|
CPU time-slice rope rendering/physics? |
Posted by: TheMunk - 13-02-2020, 10:27 AM - Forum: Obi Rope
- Replies (2)
|
 |
I'm constantly trying to optimize the 500-800 particle ropes in my experience on Oculus Quest. I've tried most of the suggestions regarding unity time steps, sub steps, etc.
Reading this https://thegamedev.guru/unity-performanc...g-secrets/, I was wondering if it would be possible to slice the simulation of my ropes in half by updating (both physics and mesh) at half the frame rate. Many of my ropes do not interact with each other so it wouldn't be a problem if they where updated on different frames.
Is this even possible with Obi? How could i implement this?
Can I just set up multiple solvers (one for each group of ropes) and enable/disable them for every other frame or will there be startup/cleanup tasks taking up performance?
|
|
|
Collide between two ropes |
Posted by: tda777 - 11-02-2020, 01:44 PM - Forum: Obi Rope
- Replies (1)
|
 |
I'm using Obi Rope 5.1 and i need detect collisions (or lack of collisions) between two ropes. I put two ropes with different tags under common Obi Solver and and I received messages from ObiSolver.OnCollision.
Code: private void M_ObiSolver_OnCollision(ObiSolver solver, ObiSolver.ObiCollisionEventArgs contact)
{
foreach (Oni.Contact contactItem in contact.contacts)
{
ObiSolver.ParticleInActor pa = solver.particleToActor[contactItem.particle];
Component collider;
if (ObiCollider.idToCollider.TryGetValue(pa.actor.GetInstanceID(), out collider))
{
//avoid floor collision
if (collider.CompareTag("floorTag"))
return;
if (contactItem.distance < 0.01)
{
if (!pa.actor.CompareTag(collider.tag))
{
print($"rope({pa.actor.name}) touched another rope({collider.name})");
}
else if (pa.actor.CompareTag(collider.tag))
{
print($"rope({pa.actor.name}) touched itself({collider.name})");
}
}
}
}
}
But i did not get collider of another rope.
How I can get collision between two ropes?
|
|
|
Bounty for a single pass VR obifluid shader. |
Posted by: PatrickM - 11-02-2020, 12:46 PM - Forum: Obi Fluid
- No Replies
|
 |
Any shader wizards out there? I'll pay you $200USD to make a shader for Obifluid that creates the look and capability of the dielectric fluid shader in single-pass VR. I've banged my head against this thing for too long and it's clear I won't succeed so if I can hire out on this, I'd love to. Needs to work with the latest version of Obi and on Unity 2019.2.x in Direct X.
Nvidia Flex's fluid shader works on their particle systems in single-pass VR, but Flex isn't half as useful as Obifluid is, and their fluid simulation crashes so often I have special routines just to compensate for it crashing on me. I can't figure out a way to reverse engineer that shader onto Obi, and I want Obi, dang it!
Any takers? Just PM me or post and we can work something out.
|
|
|
Obi Fluid For 2018.2.21f1 |
Posted by: Komsur - 10-02-2020, 03:35 PM - Forum: Obi Fluid
- No Replies
|
 |
Hi, I've purchased Obi Fluid a while ago, but didn't end up using it. Now I need it again but I see you've made a 2019 release. I don't have 2019, nor am I in a position to upgrade so I need a previous version. Is it possible to supply one?
Thanks!
|
|
|
|