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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 252
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,125
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 292
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 379
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,054
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 351
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 212
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,156
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Bounty for a single pass VR obifluid shader. |
Posted by: PatrickM - 11-02-2020, 12:46 PM - Forum: Obi Fluid
- No Replies
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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.
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Obi Fluid For 2018.2.21f1 |
Posted by: Komsur - 10-02-2020, 03:35 PM - Forum: Obi Fluid
- No Replies
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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!
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Unpin particle in run time |
Posted by: Lokeyyyy - 10-02-2020, 10:18 AM - Forum: Obi Rope
- Replies (3)
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I have added particle to handle in run time which has no problem, however when i clear the handle, the cleared particles are fixed in mid-air automatically, is there a way to unfix them when i clear the handle?
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Creating Attachment Point at RunTime |
Posted by: rhys.newbury - 10-02-2020, 04:22 AM - Forum: Obi Rope
- Replies (2)
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Hello,
When adding a new particle attachment to the ObiRope in play mode. The rope will not attach to the object.
To reproduce this a new scene was created with two cubes and an ObiRope. A particle attachment was created to one cube, before running. Whilst in play mode, a new particle attachment is added between the rope and the other cube. This attachment seems to have no effect on the rope.
How do we create particle attachments dynamically?
Using Unity 2019.3.0f6 and Obi Rope 5.1
Thankyou
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[Obi Rope 3.2] Android ropes malfunctioning |
Posted by: zeoprod - 08-02-2020, 06:48 PM - Forum: Obi Rope
- No Replies
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Hello!
We have a ready-made project that works on PC and iOS, but there are problems in working on the android platform. Use Unity 2019.2.17f1.
The game takes place on one scene, the levels are created from the prefab. Ropes are created through a script created on the basis of ObiRopeHelper.
Good job looks like this VIDEO
So on android VIDEO
What could be the problem?
Thanks!
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Reset cloth from script? |
Posted by: nsxdavid - 07-02-2020, 11:41 PM - Forum: Obi Cloth
- Replies (3)
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I need to be able to reset the cloth I have on a character (not skinned cloth in this case, but also will have that too) when an animation starts, or when the character is suddenly repositioned from script. As it is now, a huge impulse is imparted and the cloth goes swinging around wildly in such situations.
How is this done?
David
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Cone Shaped Force |
Posted by: Wade Howard - 07-02-2020, 08:41 PM - Forum: General
- Replies (1)
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A cone shaped force coming from an origin point would be quite useful for localized affects.
This can be used to simulate both a hair dryer or a vacuum.
The sphere and ambient forces don't seem like they'd do the job.
(Or maybe something else already exists to do this??)
Perhaps something like the following: - Strength - Can be positive (from force origin along direction vector) or negative (from force origin opposite direction vector).
- Origin Direction Vector - Central axis of cone and force origin.
- Start Directional Falloff - Origin to this value is 100% strength along the direction vector.
- End Directional Falloff - Start to end ramps from 100% down to 0% along the direction vector.
- Inner Angle Falloff - Degrees from direction vector where the strength is 100%.
- Outer Angle Falloff - Degrees from inner falloff ramps from 100% down to 0%.
Note: - No forces are applied to anything outside of the cone.
- Even a square cone would probably suffice (like a camera frustum) if that's easier/cheaper to implement.
- The gizmo would likely just look like two nested cones with perhaps a central arrow with length representing strength.
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2019.3 error CS0117: 'Tools' does not contain a definition for 'hidden' |
Posted by: JohnArr - 07-02-2020, 12:15 PM - Forum: Obi Cloth
- Replies (2)
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Hi, having trouble importing Cloth 5.1 into 2019.3.0f6, immediately on importing from the store I'm getting two compiler errors:
Assets\Obi\Editor\Cloth\ObiTriangleSkinMapEditor.cs(250,23): error CS0117: 'Tools' does not contain a definition for 'hidden'
Assets\Obi\Editor\Cloth\ObiTriangleSkinMapEditor.cs(320,19): error CS0117: 'Tools' does not contain a definition for 'hidden'
Any help?
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Vector4 Usage For Particle Positon and Velocity |
Posted by: GrimCaplan - 06-02-2020, 11:33 PM - Forum: Obi Cloth
- Replies (2)
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Hello again!
I was wondering if someone could shed some light on what the purpose/function of the 'w' value in the vector4 used for both position and velocity for particles?
For example:
Code: // Calculate and apply spring force:
Vector4 position = solver.positions[pickArgs.particleIndex];
Vector4 velocity = solver.velocities[pickArgs.particleIndex];
Is it used like a quaternion? I didn't just want to assume/guess so I figured I'd ask. I checked out the definition ObiNativeVector4List but it's not really immediately obvious to me. I might just be developmentally challenged. 
Thanks in advance.
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