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Stretching verts uniforml...
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Scripting rod forces
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Looks nice on editor but ...
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How to Shorten or Scale t...
Forum: Obi Rope
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Bug Where a Straight Segm...
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Having an issue with obi ...
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Non-uniform particle dist...
Forum: Obi Rope
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  Obi does not handle the new Scene loading in 2019.3
Posted by: Bill Sansky - 12-11-2019, 11:09 PM - Forum: General - Replies (2)

Hi,

In case you guys are not aware of this, Obi does not handle well the new "Enter Play Mode without domain / scene reload" thing from Unity 2019.3 beta
Some obi colliders are skipped and sometimes the pins behave in an unstable way.

It seems to be caused by some static variables not being properly re-initialized

I tried to fix it by clearing the collider dictionary with a static method with the [RuntimeInitializeOnLoadMethod] attribute, but it's not working perfectly even with that.

Is there any other static referencing involved?

Thanks!

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  Dragging?? Create pin contraints / handles in runtime?
Posted by: manurocker95 - 12-11-2019, 04:36 PM - Forum: Obi Softbody - Replies (2)

Hi! I would like to drag an object with a grasper. The thing is that obi particle dragger works as a spring and i need to follow the grasper transform without that bouncing effect, so what's the correct way to do it? Can I create constraints in real time so I can attach the grasper surface to the particles that are being touched?

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  Error and Set position by transform
Posted by: manurocker95 - 12-11-2019, 04:19 PM - Forum: Obi Softbody - No Replies

Hi! I have an object which i need to drag from the point I touch. Now I'm moving it by transform, but I can't do that as the object doesn't move. When using handles, i'm getting this error:

transform.position assign attempt for 'Ball' is not valid. Input position is { NaN, NaN, NaN }.
0x00007FF75F5F422C (Unity) StackWalker::GetCurrentCallstack
0x00007FF75F5F7701 (Unity) StackWalker::ShowCallstack
0x00007FF75DE8FCA5 (Unity) GetStacktrace
0x00007FF7601AB68D (Unity) DebugStringToFile
0x00007FF7601EEAAE (Unity) Transform::SetPosition
0x00007FF75F700D34 (Unity) Transform_CUSTOM_set_position_Injected
0x000002879ED92CC9 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.TransformConfundidoet_position_Injected (UnityEngine.Transform,UnityEngine.Vector3&)
0x000002879ED92B3B (Mono JIT Code) UnityEngine.TransformConfundidoet_position (UnityEngine.Vector3)
0x000002879EE0C163 (Mono JIT Code) [ObiSoftbody.cs:65] Obi.ObiSoftbody:OnSolverStepEnd (single) 
0x000002879EE0B3D0 (Mono JIT Code) [ObiSolver.cs:877] Obi.ObiSolver:AllSolversStepEnd () 
0x000002879EE0AE3B (Mono JIT Code) [ObiArbiter.cs:45] Obi.ObiArbiter:WaitForAllSolvers () 
0x000002879EE0A933 (Mono JIT Code) [ObiSolver.cs:784] Obi.ObiSolver:WaitForAllSolvers () 
0x000002879EE06C73 (Mono JIT Code) [ObiSolver.cs:672] Obi.ObiSolver:SimulateStep (single) 
0x000002879EE03B43 (Mono JIT Code) [ObiSolver.cs:866] Obi.ObiSolver:FixedUpdate () 
0x00000287B79C6108 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFDBD02C090 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke 
0x00007FFDBCFB2142 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke 
0x00007FFDBCFBB13F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke 
0x00007FF75F57E462 (Unity) scripting_method_invoke
0x00007FF75F578111 (Unity) ScriptingInvocation::Invoke
0x00007FF75F5311FB (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007FF75F5315E6 (Unity) MonoBehaviour::CallUpdateMethod
0x00007FF75EC35238 (Unity) BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>
0x00007FF75EC3DAA4 (Unity) FixedBehaviourManager::Update
0x00007FF75F0545AC (Unity) `InitPlayerLoopCallbacks'::`2'::FixedUpdateScriptRunBehaviourFixedUpdateRegistrator::Forward
0x00007FF75F03E588 (Unity) ExecutePlayerLoop
0x00007FF75F03E669 (Unity) ExecutePlayerLoop
0x00007FF75F0434DB (Unity) PlayerLoop
0x00007FF75D602A7B (Unity) PlayerLoopController::UpdateScene
0x00007FF75D60052C (Unity) Application::TickTimer
0x00007FF75DE971C0 (Unity) MainMessageLoop
0x00007FF75DE99BDF (Unity) WinMain
0x00007FF760B46952 (Unity) __scrt_common_main_seh
0x00007FFE2DD77BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFE2F08CED1 (ntdll) RtlUserThreadStart

and the mesh disappears. reinitializing and binding again doesn't work. Any clue?

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  Rope Particle Positioning C#
Posted by: VirtualCucumber - 12-11-2019, 03:30 AM - Forum: Obi Rope - Replies (3)

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)

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

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)

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)

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)

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

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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