Latest Threads |
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
24-06-2025, 05:15 PM
» Replies: 9
» Views: 309
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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: 131
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 3,199
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 198
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 98
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Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
» Views: 161
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 482
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Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 275
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 2,036
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Rope Particle Positioning C# |
Posted by: VirtualCucumber - 12-11-2019, 03:30 AM - Forum: Obi Rope
- Replies (3)
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Generally when moving I would set the ropes particle invMass[] to 0 and the positions[] to the position I want through that ropes solver but with this new projec I want these ropes all under one solver and would like to assign the positions of these rope particles when I need to using ObiRope.positions[] type instead of ObiSolver.positions[] since I want to refer to a certain rope instead of the solver that controls all.
When I do this however it acts weird like its operating on local positioning (IDK relative to what, maybe solver positioning). Was wondering more details on this matter, why it acts like this and if this is the not thee way of doing this, if there was a way. I would like to access certain ropes/actors and their particles positions/mass when they are all under one solver.
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Is it possible top make a physics-less snake using Obi Rope? |
Posted by: bobby - 10-11-2019, 04:48 AM - Forum: Obi Rope
- Replies (1)
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Hi there. I want to make a 3d snake but don't want the physics. So I just want the rope particles to follow the next one in the chain, like how it works in a classic snake game. I tried increasing "damping" to 0.99 and the effect is close, but not quite.
I'd like to use obi rope to do the rope shading part, since I don't want to use multiple gameobjects to segment the snake.
Is this possible?
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Invisible/Miniscule Objects in Built Version but not editor |
Posted by: kmay30 - 09-11-2019, 12:35 AM - Forum: Obi Softbody
- No Replies
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Hello,
I'm having an issue where softbody objects work fine in the editor, but in the built game, they are either invisible or so tiny and distorted that they cannot be seen.
I'm using Windows.
Does anyone know what might be happening?
Thanks
*Edit* The problem was that I didn't enable read/write in the FBX import settings.
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Hold or fix individual particles with another 3D object [Unity 2018] |
Posted by: deathrayash - 08-11-2019, 08:46 PM - Forum: Obi Cloth
- Replies (3)
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Hi,
[Unity 2018]
I have a in game 3D object picker which I use to pick objects when grasped.
I use fixed joint to fix the object picked to the picker.
Can I do this with the individual cloth, softbody and rope objects?
I want to attach the collided particles to my 3D object and move with it.
I am new to Obi and sorry if this question is already answered.
If so could any one please direct me to that answer?
Thank you for your help!
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Making a Leash |
Posted by: jpalz - 08-11-2019, 05:28 PM - Forum: Obi Rope
- Replies (8)
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Hey everyone!
I'm interested in making a dog leash for our current project, so a person can move around and the rope would apply a force to a dog.
Would it be possible to do something like this in Obi Rope? If so, ho would I be able to achieve the desired effect?
Obi Rope seems like a solid solution, but I wanna know if I can make the leash with it before spending my money on the asset.
Thanks in advance!
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Need Arm64 dlls (version 3.5) |
Posted by: madcatgames - 08-11-2019, 07:34 AM - Forum: Obi Cloth
- Replies (2)
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Hi. We're using version 3.5 of the ObiCloth and we've committed a lot of custom settings for now. Unfortunately, this causes make it really hard to update our setting to suit for 4.x version.
However, to follow Google's policy, we are forced to create arm64-bit build, but the the 3.5 version doesn't have an arm64-bit dll file.
Can I ask you to send me this dll file?
(libOni.so)
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No friction on Android builds |
Posted by: JanikH - 07-11-2019, 03:23 PM - Forum: Obi Cloth
- No Replies
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Hi,
when we currently build our project for Android, there is basically no friction between objects (Cloth slides across box colliders). They keep sliding around as if they were on ice. They slow down slightly, but I believe that because the solver has a dampening of 0,3. This seems weird, as it works fine in the editor and in Windows builds, the code should be identical. Gravity and other constraints of the Obi system, such as collisions and volume seem to work as expected. It's been a few weeks since we last tested our project on-device, but I could swear it worked fine at some point.
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Solver_OnCollision: Distinguish between Obi Types at collision |
Posted by: HenryChinaski - 06-11-2019, 04:30 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I use this code on our ObiSolver to let the player character interact with Obi SoftBodies:
Code: void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
foreach (Oni.Contact contact in e.contacts)
{
// this one is an actual collision:
if (contact.distance < 0.01)
{
Component collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
{
if (collider.transform.gameObject.CompareTag("Player"))
{
Vector3 direction = new Vector3(contact.point.x, contact.point.y, contact.point.z) - collider.transform.position;
direction.Normalize();
direction = direction * 200f;
Solver.externalForces[contact.particle] = new Vector4(direction.x, Random.Range(0f, 200f), direction.z, Random.Range(10f, 20f));
}
}
}
}
}
It looks pretty much perfect in our use-case. Unfortunately, we have problems making this compatible with ObiRopes as well, because the Solver_OnCollision event does not distinguish between Obi Types. We want to have other values if the player touches soft-bodies or ropes.
I initially thought that would be what the sender component is used for, but strangely a Debug.Log(sender) only returns ObiSolver(Obi.ObiSolver). Am I missing something? Could this be added as a feature? I think it is quite essential if you have both assets.
Best regards and honest thanks for your always great support,
Daniel
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Selecting Individual Particles During Runtime |
Posted by: 3rdcat - 06-11-2019, 11:50 AM - Forum: Obi Cloth
- Replies (4)
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Hello
I was wondering if it is possible to change the properties of individual particles via script during runtime.
I understand from the examples that it is possible to change them collectively, but is choosing specific ones from the index possible? (i.e changing the particle weight of a line of particles on the cloth without affecting others)
Thank you very much
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No specular highlights on mobile |
Posted by: JyriKilpelainen - 06-11-2019, 10:25 AM - Forum: Obi Fluid
- Replies (2)
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We recently bought Obi Fluid and are having a blast with it!
We are working on a mobile game and have tweaked the renderer and shaders for better performance.
However, we can't seem to get any specular highlight on mobile (A12 iPad for example).
Attached is one of your test scenes in both editor and device. That is the vanilla version with the built-in shaders and code. As you can see, there are no specular highlights. How can those be achieved on a mobile device?
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