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Pregunta Update "lag" between cloth and particle attachment target
Posted by: cberinger - 17-12-2019, 04:19 PM - Forum: Obi Cloth - Replies (6)

Dear Obi Team,

I made a flag which can be picked up with a handle in VR.
hierarchy is as follows:

handle
solver
- cloth

The handle is connected via particle attachment to the cloth.
When moving the handle in VR (grabbed) then the cloth lags behing.

I read other postings concerning lag but they were related to Pin constraints.
Solver interpolation is disabled.
I tried some of the Obi Updater Components but was not successful...

How can i minimise this lag, oder even prevent it? It really kills the immersion :-(

Cheers,
Christian

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  VR: Solver gravity vector with parent rotation
Posted by: cberinger - 17-12-2019, 03:13 PM - Forum: Obi Cloth - No Replies

Dear Obi Team,

I made a flag which can be picked up with a handle in VR.
hierarchy is as follows:

handle
- solver
- - cloth

I know that gravity is working on local reference as stated in the manual.
The result is that when i grab the handle in VR and rotate it I also modify the gravity vector of the solver.

Is there a solution to my "problem"? What do I have to do that the gravity of the solver is always working according to the global reference system?

Cheers,
Christian


Arghh, I got it...

the hierarchy is now:

solver
- cloth
handle

Cloth needs to have attachment points linked to the handle...

Cheers,
Christian

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  multiple softbodys not interacting
Posted by: Duncano - 17-12-2019, 01:12 PM - Forum: Obi Softbody - Replies (8)

I need to have multiple soft bodys each being influenced by different forces, yet still collide with each other.

my questions is can i have 2 unique Soft body solvers colliding with each other?

I have 4 softbodys in one solver...being influenced by 1 force
i have 3 softbodys in another solver being influenced by another force.
is there a solution for making them collide? 

many thanks.

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  Skinned Cloth with Proxy
Posted by: jp715 - 16-12-2019, 09:33 PM - Forum: Obi Cloth - Replies (11)

Hi, is it still possible to use skinned mesh renderers with cloth proxies? I have a source skinned mesh renderer that simulates fine on its own, and a target skinned mesh renderer with a proxy component on it. However, the target does not appear to be affected by the simulation at all. The only difference I can think of when I compare it to the tutorial is that the tutorial uses regular mesh renderers and cloths instead, is this necessary?

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  Particle passed through collider
Posted by: Lokeyyyy - 16-12-2019, 05:38 PM - Forum: Obi Rope - Replies (3)

Hello there, I have made a ground attached with obi collider, and for some reason sometime there will be some part of the rope particle passed through the ground and the particle is blocked under the ground. Is there any way to solve/avoid this problem? thanks

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Exclamación Massive Performance Drop
Posted by: Noblauch - 16-12-2019, 04:10 PM - Forum: Obi Rope - Replies (3)

Hi, I have quite a problem in perfromance here and hope someone can help!

I used Obi Rope for about two weeks now and undestand the concept (as far as I can tell).
But I get massive game-breaking frame drops in my VR application, even the rope is set to minimal substeps and segments.

I added a screenshot of the profiler and the solver. The rope is the only instance of obi simulation in the scene and every big blue bar is generated by ObiFixedUpdater.FixedUpdate().
As a VR-Dev I need to stay under 11 ms, which is already twice blown away by the obi solver that only has to deal with 16 particles and 2 substeps.
I even disabled substep unity physics even though I have two way Rigidbody coupling, because if I enable that my workstation gets almost killed.

I was very patient until now, but as the deadline approaches I cant waste another 3 days experimenting with whats wrong.
I hope someone can help, because 22 ms for 16 particles can't be right, under no circumstances, and I don't even know what to change anymore.

Also I'm wondering why the Obi Updater is calles so often, it's almost called every 1,5ms, but with 2 substeps (at least with substep unity physics enabled) I would assume that the updater is called every 50ms / substeps, since FixedUpdate() rund every 50 ms.

I'm left very confused, but removing all obi objects would be the very last solution.
I'm using ObiRope Version 5.0 and Unity 2019.2.8f1

I hope you can help me!

Greetings from Germany,
Nils Ole

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  ObiFluid doesn't work with Cinemachine?
Posted by: Runemark Studio - 16-12-2019, 04:05 PM - Forum: Obi Fluid - Replies (2)

Hi!


I'm using ObiFluid in a 2D game with a SimpleFluidRenderer on an Android platform.
It works like a miracle.

However, when I add a Virtual Camera (cinemachine package) the water particles are not rendering at all. I couldn't figure out what the problem is, but I think this is connected to the Camera Brain.

I think because if I duplicate the original camera before adding a virtual camera to the scene, and turning that copy camera (without the brain) on, the water appears.

Could you help me on this please?

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  ObiSolver.Lateupdate() bad performance
Posted by: TheMunk - 16-12-2019, 03:33 PM - Forum: Obi Rope - Replies (24)

So I've been reading a lot up on the forums here regarding optimizing ropes and most of the time the issue is death spiraling with the fixed update - however my issue seems to be the rope extruder taking up a lot of CPU time. Specifically 7 ms. Turning off the extruder individually on the ropes gives me the performance back.

Main issue: 

Obisolver.LateUpdate() taking 7 ms cpu time. 


Rope Info:
3 ropes
~200 particles in total
simulated on fixed Update.
2 substeps
Standard contraints simulations (3 iterations, 1 relaxation)
A few handles and a few colliders (less than 10) most static.
Extruder is using a 4 segment section

Time settings:
Fixed timestep: 0.01388889 (Oculus Quest)
Max: 0.0139

Solutions tried:
Using the linerenderer, but lost almost the same amount of performance gained from obisolver.lateupdate() to camera.FireOnPreCull(). (EDIT: seems to be the UpdateRenderer on the line renderer)
EDIT: using 3 line renderers on the same ropes (200 particles) all with 0 smoothing yields a 5,4 ms time on Camera.FireOnPreCull() - see latest attached screenshot


Turning smoothing down to 0 - seems to give around 1,5 ms for a single rope. Having all on 0 smoothing and 0,2 resolution yields 5,4 ms of obiSolver.Lateupdate()


System info:
CPU: AMD Ryzen 5 1600 Six-core processor
CPU: GTX 1070





Is this expected performance or am I missing something?


Edit:
Tried creating a new scene and making 3 ropes, all with 0 smoothing, default 8-section rope-section, one with .5 resolution, one with .3 and one with .2.
All 3 ropes on same solver: total particles 285
Getting around 3,8 ms on obisolver.lateupdate(). - why is there such a big difference?

EDIT 2:
Also, out of general curiosity, which is better for performance? high smoothing or high resolution? and how dependent on the renderer is either?

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  Not smooth rendering
Posted by: apapaxionga - 16-12-2019, 01:57 AM - Forum: Obi Softbody - Replies (1)

In the dragon demo, if I drag the dragon with large spring stiffness, I found the rendering of the skin becomes bad. see the attachment. Is there a way to solve this problem ?

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  Obi Pin Constraint rotating with physics? How?
Posted by: yulaw2k - 13-12-2019, 10:34 PM - Forum: Obi Rope - Replies (1)

I create a rope.
Make a handle of some sort to be attached to the end of it.
I set up the handle to be used as a pin constraint.
When I press play, the handle stays attached to the rope, but always maintains its original rotation unless I rotate it by grabbing it and moving it.
I moved the center of gravity on the rigid body to the end of the handle, but it still just remain horizontal instead of rotating like gravity would make it.

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