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Obi 7 Model Scaling
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Pipeline that bends
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Memory Leaks?
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Obi 7.0 ParticleAPI
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Exclamación Water Present When Game Starts
Posted by: Sany02 - 25-10-2019, 08:38 AM - Forum: Obi Fluid - Replies (1)

Hi, 
    I need water to be present in a container when the game starts. I don't want it to emit on start. I just want to show it in a container. I cant seem to find a way to work around this. Any help would be great.

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  Increasing file size for prefab variants [Softbody]
Posted by: JimItatake - 23-10-2019, 02:53 PM - Forum: General - Replies (2)

Hi,

I've come to notice that the file size of a prefab variants with softbodies can get very large.
In our game we have some prefabs with softbodies that have around 350 particles. I was converting these to prefab variants when I found out that they went from around 1,125KB (Original prefab) to over 10,000KB (Prefab Variant).

Here's a little test case I put together with a simplified setup:

1. Create original prefab:
Just a GameObject with the following components:

  • Obi Softbody
  • Oki Shape Matching Constraints
  • Obi Pin Constraints components

A box with slightly rounded corners as the input mesh (42 verts).
Initialized with a Particle count of 8.
Particle generation settings = default

This prefab have a file size of 8KB.


2. Create a prefab variant from the prefab above and Initialize the softbody.
The variant file size is now 3KB.


3. Modify Particle generation settings on Obi Softbody and hit Initialize again.
Particle Generation settings
Particle Radius = 0.05
Particle Overlap = 0.75
Rest = default

Now the particle count is 24.
The variant file size is now 141KB.


4. Revert the variants Particle generation settings to same as Step 1.

Now the particle count is 8.
The variant file size is still 141KB.


The only way I can get back to 3KB is for me to create a new variant from the original prefab.
Am I doing something wrong or is this a bug?

Unity 2019.1.14f1
Obi Softbody 4.1

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  How do i control the length of the wire?
Posted by: Bhavani G - 22-10-2019, 08:39 AM - Forum: Obi Rope - Replies (1)

Hi,

I am working with Obi ropes and my issues is when i fixed one end of the rope with pin constraint and i am trying to grab the other end of the rope with controller it is working fine but when i grab the rope,it is stretching how much ever i grab.

Please anyone suggest me how do i limit the length of the rope.


Thanks.

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  weird examples
Posted by: klobber - 21-10-2019, 08:20 PM - Forum: Obi Softbody - Replies (2)

I just purchased obi softbody and imported it into a new project.
Opening your examples give me this ugly scenes, attached.
can you explain to me what is wrong with my system?
you might understand, that this is not what I want to see...

well...whats wrong ?

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  Wrap rope around objects
Posted by: KasSanity - 21-10-2019, 06:12 PM - Forum: Obi Rope - Replies (1)

Hello

I am trying to make rope collision so that it won't go past objects because I want to be able to wrap the rope around instead of skipping through it. So far I haven't been able to replicate this effect but have tried multiple times.

What is the best options/settings to use in ObiSolver or ObiRope to make this possible? =o

Best regards
Kas

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  Renderable positions don't match rendered curve positions
Posted by: meshpotato - 21-10-2019, 11:51 AM - Forum: Obi Rope - Replies (1)

Hi!
I might have misunderstood the documentation, but what I essentially want to do is get the world position of two particles on the rope and align a sprite transform with it.
It seems like the positions in the ObiSolver's renderablePositions-array and the positions I get back from ObiRope.GetParticlePosition() don't match the one's used to render the rope mesh.

Is this expected behaviour and is there something I can do to get a precise world position on the rope curve at runtime?
Thanks and let me know if I need to clarify my issue more!  Sonrisa

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  Particle distance problem
Posted by: IlyaZzz - 20-10-2019, 09:06 PM - Forum: Obi Cloth - Replies (5)

Hello.

For my project, I need to simulate coins in a bag.
And when I throw coins there, the following happens:


[attachment=440]

This is inside:

[attachment=441]

The mass of the coin is equal to the mass of the particle in the bag (0.01)

These are my solver and cloth settings:

[attachment=442][attachment=443]

So, how to get rid of stretching the package?
How to make a fixed distance between particles?

Upd

And I have one more question.

How to optimize coin collision? 
When I have 50 of them on scene, I have big problems with my performance...

This is the coin settings:

[attachment=445]

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  如何将绳索部分隐藏
Posted by: 邱飞smd - 20-10-2019, 03:33 PM - Forum: Obi Rope - No Replies

我想做一个切割绳子的游戏,在绳子切割后,如何将绳子的一端隐藏。我没有找到任何方法。请告诉我该怎么做,谢谢了

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Pregunta Never stop generating particles
Posted by: Alx06 - 19-10-2019, 10:54 AM - Forum: Obi Fluid - Replies (1)

Hello,

I'm really new in the Unity world so please be kind with me Sonrisa

I'm playing with the FluidViscosity sample scene and I'd like to generate particles with the emitter continuously.
Currently it does emit 2000 particles and then stops.
I'd like to have a continuous flow.

Is that possible?
How can I achieve that?

Any help would be really appreciated.

Best regards and thanks in advance.

Alex

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  Particle Editor Not showing up
Posted by: ccBLI - 18-10-2019, 06:54 PM - Forum: Obi Cloth - Replies (1)

Hello, 

I'm having a problem with a newly set up Cloth object. After initializing correctly, when I hit the edit particles button nothing shows up, neither the window or the particles on the mesh. The samples for the plugin work fine and the particle editor works in the Character Cloth demo.


(18-10-2019, 06:54 PM)ccBLI Wrote: Hello, 

I'm having a problem with a newly set up Cloth object. After initializing correctly, when I hit the edit particles button nothing shows up, neither the window or the particles on the mesh. The samples for the plugin work fine and the particle editor works in the Character Cloth demo.

Aha, there are errors. This is the error I'm getting:

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiClothEditor.UpdateParticleEditorInformation () (at Assets/Obi/Editor/ObiClothEditor.cs:96)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:247)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7ba07f088431485bb722f3b3373e87ee>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7ba07f088431485bb722f3b3373e87ee>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <7ba07f088431485bb722f3b3373e87ee>:0)
UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2837)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2126)
UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1987)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7ba07f088431485bb722f3b3373e87ee>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7ba07f088431485bb722f3b3373e87ee>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <7ba07f088431485bb722f3b3373e87ee>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent () (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:412)
UnityEngine.Experimental.UIElements.ImmediateStylePainter.DrawImmediate (System.Action callback) (at C:/buildslave/unity/build/Modules/UIElements/ImmediateStylePainter.cs:113)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoRepaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:98)
UnityEngine.Experimental.UIElements.VisualElement.Repaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/VisualElement.cs:862)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:310)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTreeChildren (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect textureClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:328)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:314)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:35)
UnityEngine.Experimental.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:70)
UnityEngine.Experimental.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:507)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:230)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

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