Search Forums

(Advanced Search)

Latest Threads
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
15-09-2025, 04:32 PM
» Replies: 1
» Views: 230
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 3,170
Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 305
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 587
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 827
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 887
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 615
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 579
Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,082
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 927

 
  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!

Print this item

  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?

Print this item

  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?

Print this item

  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?

Print this item

  Obi 5 API Doc?
Posted by: loltype - 13-02-2020, 08:24 AM - Forum: General - Replies (2)

Hi I just updated my Obi rope to v5. It is so good! 

Can I get API documentation for the 5? It seems current one is for 4.1. Is this coming soon?
http://obi.virtualmethodstudio.com/api.html

Thanks in advance,

Print this item

  What should I do to make the fluid collide correctly with a skinned mesh character?
Posted by: Books - 12-02-2020, 12:36 PM - Forum: Obi Fluid - Replies (1)

Hello obi guys! I've bought obi cloth and obi fluid and I really enjoy them. They're amazing tools! Sonrisa

I want to make a scene that a character is taking shower.  So I'm trying to make the fluid collide with the character's body correctly. 

But you know a character's colliders can't be the mesh colliders because it's too complex and needs updating when the character acts which also costs heavily. 

It's like capsules and cubes combined into a simple human shape, which are used as ragdoll colliders.  

So, now the fluid reacts to the ragdoll colliders but it doesn't meet my expectation. 

I checked your manual I found distance field may solve this but it turned out that it didn't support the skinned mesh ((skeletal animation).

Huh I've been stuck  for 2 days soI have to ask for help here.

Any way to make it possible that the fluid collide with a skeletal character accurately?

Please give me any tips or hints. Corazón

Print this item

  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?

Print this item

Triste different skinned clothes intercollision
Posted by: guoli - 11-02-2020, 12:49 PM - Forum: Obi Cloth - Replies (4)

Hello,

I have two different skinned clothes with self-collision checked and parented by one solver hoping that they can collide with each other at runtime. But it doesn't work. Am I doing it in the wrong way? If so, I wonder how can I do it. 

Thanks.

Print this item

  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.

Print this item

  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!

Print this item