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How to implement/sync Obi...
Forum: Obi Rope
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Yesterday, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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Force Zone apply differen...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
Forum: Obi Cloth
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19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
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Tear Rod
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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Collider Effect On Obi Cloth Stops After A Few Seconds. |
Posted by: GrimCaplan - 02-02-2020, 04:19 AM - Forum: Obi Cloth
- Replies (4)
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I'm running into an issue where a collider I create to interact with the obi cloth seems to stop effecting or barely effects the cloth after a few seconds. I was wondering if you guys could possibly shed some light on why this might be. It's not what I expected considering the cloth lays across objects below it.
Here's a video demonstrating what I am describing:
https://drive.google.com/file/d/1Zun775_...sp=sharing
Edit:
Also, is there some place I can find a tutorial or documentation on how to use a ray cast to select particles? I've seen the question multiple times in the archive, and there's pieces of code but after finding substantial differences between the different versions of Obi I don't really think wading through old posts from the archive is feasible because some are from over a year ago. I saw the slime simulation video that's not listed on youtube, it looked like all that happened was the addition of the particle dragger and picker but it doesn't seem to work that way anymore.
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Crash on Linux |
Posted by: IlyaZzz - 31-01-2020, 11:24 AM - Forum: Obi Cloth
- Replies (6)
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Hello.
I had problems launching my project build on Linux.
I compiled my project with two variants of Obi 4.1 and Obi 5.0. And they were all unsuccessful for me. When I ran the build with Obi 5.0, the application crashed. And when I tried to run it with Obi 4.1, everything was going well, but all cloth on the scene disappeared.
P.s. I did not get any compilation errors.
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Color of my fluid |
Posted by: Goulougalam - 29-01-2020, 10:59 AM - Forum: Obi Fluid
- Replies (2)
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Hello,
I got trouble trying to change the color of my fluid,
the only way i found, for the moment, is to enable "render" on the component "ObiParticuleRenderer" but after I got of course a visual with lof of spheres for my particules,
So I don't arrive to find a way to keep the render of a fluid but opaque and with the color I want.
Thanks in advance
Thibault
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100% reproducible crash in Oni::RawPinConstraintBatch::EvaluateConstraint |
Posted by: iliakot - 29-01-2020, 10:50 AM - Forum: Obi Rope
- Replies (5)
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Hello,
I'm facing 100% reproducible crash in the latest Unity 2019.3.0f6 on Enter Play Mode. Here is the stack trace:
Code: #0 0x0000014b2c3a27 in Oni::RawPinConstraintBatch::EvaluateConstraint(Oni::BatchedConstraintGroup<Oni::PinConstraintData>*, int, int, float)
#1 0x0000014b2f854b in std::__1::__function::__func<Oni::ConstraintBatch<Oni::AerodynamicConstraintData>::EvaluateJacobi(Oni::BatchedConstraintGroup<Oni::AerodynamicConstraintData>*, float)::'lambda'(std::__1::pair<int, int>), std::__1::allocator<Oni::ConstraintBatch<Oni::AerodynamicConstraintData>::EvaluateJacobi(Oni::BatchedConstraintGroup<Oni::AerodynamicConstraintData>*, float)::'lambda'(std::__1::pair<int, int>)>, void (std::__1::pair<int, int>)>::operator()(std::__1::pair<int, int>&&)
#2 0x0000014b2c1e38 in Oni::ParallelTask::Perform()
#3 0x0000014b2d0a38 in Oni::TaskManager::DoTask()
#4 0x0000014b2e6020 in Complete
#5 0x00000174596832 in (wrapper managed-to-native) Oni:Complete (intptr) {0x7f83d8b931d8} + 0xb2 (0x174596780 0x1745968d9) [0x1582a5c80 - Unity Child Domain]
#6 0x00000174590f5b in Obi.ObiFixedUpdater:FixedUpdate () {0x7f83eed88df8} + 0x25b (0x174590d00 0x174591191) [0x1582a5c80 - Unity Child Domain]
#7 0x0000013704ee38 in mono_jit_runtime_invoke
#8 0x0000013721142d in do_runtime_invoke
#9 0x0000013721138b in mono_runtime_invoke
#10 0x0000010c8ab507 in scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#11 0x0000010c8a50cf in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#12 0x0000010c85ced0 in MonoBehaviour::CallMethodIfAvailable(int)
#13 0x0000010c85cd07 in MonoBehaviour::CallUpdateMethod(int)
#14 0x0000010bd7372b in void BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>()
#15 0x0000010bd7347d in FixedBehaviourManager::Update()
#16 0x0000010c22a994 in InitPlayerLoopCallbacks()::FixedUpdateScriptRunBehaviourFixedUpdateRegistrator::Forward()
#17 0x0000010c21892e in ExecutePlayerLoop(NativePlayerLoopSystem*)
#18 0x0000010c21899a in ExecutePlayerLoop(NativePlayerLoopSystem*)
#19 0x0000010c218c34 in PlayerLoop()
#20 0x0000010a039c31 in PlayerLoopController::UpdateScene(bool)
#21 0x0000010a02b647 in PlayerLoopController::UpdateSceneIfNeeded()
#22 0x0000010a02827c in Application::TickTimer()
#23 0x0000010d99acd5 in -[EditorApplication TickTimer]
#24 0x007fff534db7cb in __NSFireTimer
#25 0x007fff5124c810 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
#26 0x007fff5124c3bc in __CFRunLoopDoTimer
#27 0x007fff5124bf02 in __CFRunLoopDoTimers
#28 0x007fff5122d112 in __CFRunLoopRun
#29 0x007fff5122c66e in CFRunLoopRunSpecific
#30 0x007fff5048b1ab in RunCurrentEventLoopInMode
#31 0x007fff5048aee5 in ReceiveNextEventCommon
#32 0x007fff5048ac76 in _BlockUntilNextEventMatchingListInModeWithFilter
#33 0x007fff4e82277d in _DPSNextEvent
#34 0x007fff4e82146b in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#35 0x007fff4e81b588 in -[NSApplication run]
#36 0x007fff4e80aac8 in NSApplicationMain
#37 0x0000010d9dc4bf in EditorMain(int, char const**)
#38 0x0000010d9dc7c9 in main
#39 0x007fff7d18f3d5 in start
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OnParticleCollision |
Posted by: palad333 - 29-01-2020, 09:09 AM - Forum: Obi Fluid
- Replies (4)
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Hi.I have a question on OnParticleCollision.Is it possible to get collision between 2 obi fluid?i get collision from obi rocks ,but not from obi fluid.Sory for my bad english.
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ObiParticlePicker for any object [might be helpful for everyone] |
Posted by: jbvobling - 27-01-2020, 02:12 PM - Forum: Obi Cloth
- Replies (3)
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Hello everyone, can anyone help me convert a custom interaction?
I'm experimenting to use a cube as an interaction other than the Input.mousePosition of ObiParticlePicker.cs, but i'm having trouble customizing it.
My idea is, by using a boolean variable as a trigger for grabbing the closest particle of the obi cloth if true and release the grabbing if false, a cube must have its own forward raycasting, than using the input.mousePosition.
I'm currently experimenting how for 3-days, but it seems I'm stuck.
These line of code are the one I am currently having trouble with.
Code: // Drag:
Vector3 mouseDelta = Input.mousePosition - lastMousePos;
if (mouseDelta.magnitude > 0.01f && OnParticleDragged != null)
{
Vector3 worldPosition = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, pickedParticleDepth));
OnParticleDragged.Invoke(new ParticlePickEventArgs(pickedParticleIndex,worldPosition));
}
else if (OnParticleHeld != null)
{
Vector3 worldPosition = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, pickedParticleDepth));
OnParticleHeld.Invoke(new ParticlePickEventArgs(pickedParticleIndex,worldPosition));
}
// Release:
if (Input.GetMouseButtonUp(0))
{
if (OnParticleReleased != null)
{
Vector3 worldPosition = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, pickedParticleDepth));
OnParticleReleased.Invoke(new ParticlePickEventArgs(pickedParticleIndex,worldPosition));
}
pickedParticleIndex = -1;
}
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Errors when ending playmode |
Posted by: TheMunk - 27-01-2020, 01:35 PM - Forum: Obi Rope
- Replies (33)
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Ever since upgrading to 5.1 (and redoing all my ropes), I've gotten tons of error whenever I end playmode.
In the beginning i didn't think much of it, but now that other weird stuff is starting to happen* I wanted to start by fixing these.
*the weird thing: (for some reason newly created ropes only works for a few minutes, then they won't update with the path, and then they completely disappear - no line/mesh/particle renderer works)
Here's the errors:
Getting one of these for each rope:
Code: NullReferenceException: Object reference not set to an instance of an object
Obi.ObiRope.RebuildConstraintsFromElements () (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRope.cs:254)
Obi.ObiRopeCursor.ChangeLength (System.Single newLength) (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeCursor.cs:240)
and a set of these for each rope:
Code: Can't remove ObiRope (Script) because ObiPathSmoother (Script), ObiParticleRenderer (Script), ObiParticleAttachment (Script), ObiParticleAttachment (Script), ObiRopeCursor (Script) depends on it
Can't remove ObiPathSmoother (Script) because ObiRopeLineRenderer (Script) depends on it
![[Image: weird-rope.png]](https://i.postimg.cc/5NN1FTnr/weird-rope.png)
This happens if i move the broken rope into a new solver - the solver says 103 particles are used - change resolution doesn't affect it. Looks like the rope is not subscribed to the solver.
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Assistance needed with rope collisions |
Posted by: bluezephyrapps - 25-01-2020, 05:20 PM - Forum: Obi Rope
- Replies (1)
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I've created the following situation:
- A rope is attached to a collider.
- The collider spins.
In theory, the rope should wrap around the collider.
In practice:
- If the collider is a box collider, it works well.
- If the collider is a mesh collider, results are sporadic. Sometimes the rope passes through the collider and won't collide at all. Sometimes the rope only "catches" in some places and will slide through the collider as it rotates.
Any thoughts or tips on this? I have taken a video of the behavior here: https://www.loom.com/share/74f5b542211d4...95ce847f10
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Velocity color on cloth |
Posted by: jalee - 24-01-2020, 10:19 AM - Forum: Obi Cloth
- No Replies
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Hi I'm wondering it it's possible to get different attributes to color a shader so you can have a material that's dynamic.
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