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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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  Cloth Simulation in Obi Softbody
Posted by: ary1111 - 17-10-2019, 05:10 AM - Forum: Obi Softbody - Replies (1)

Since Obi Cloth doesn't currently support 2019, are there parameters I could set on something like the plastic sheet example that would give me cloth sheet like properties? Thanks!

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  How detect amount of fluid in a container
Posted by: Immersive_Matt - 16-10-2019, 08:46 PM - Forum: Obi Fluid - Replies (5)

Hello,

I am trying to create a cooking game where you can blender fruits and pour the juice into a container. For the game, I need to detect if a container was fill and how much liquid was in it.  I also need to be able to distinguish between different types of liquid like apple juice or orange juice to make sure the correct liquid is in it. What would be a good way to do this? 

Thank you

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  Issue with darkening on mobile
Posted by: nsanders90 - 16-10-2019, 06:58 PM - Forum: Obi Fluid - Replies (2)

Hello, I am currently integrating some Obi effects into a project. We have it looking great in the Unity Editor but when I bring it to device (android or iOS) it looks a bit different, mostly in terms of darkness.

Attached are all pertaining settings, if you need anything else please let me know.

https://drive.google.com/open?id=1TtQgYK...vRwKGunnUM

Thank you!

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  About "Edit Particles-> Fix Translation" when creating cloth before execution.
Posted by: tukuyo - 16-10-2019, 08:10 AM - Forum: Obi Cloth - Replies (3)

Creating a Cloth object with Obi before running was a success.
However, the cloth generated at runtime seems to mean that it doesn't move with the red particles as shown. (Attachment 1)

How should I write a script to fix this?
The method I tried is the following script,

Code:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Obi;

[RequireComponent(typeof(MeshFilter))]
// [RequireComponent(typeof(SkinnedMeshRenderer))]

public class genCloth : MonoBehaviour
{

   public Mesh mesh;
   public SphereCollider virtualHand;
   public float Damping = 0;
   public float Stretching = 0;
   public float Bending = 0;
   public int resolution;
   public Vector3 Accelerration;
   private Cloth component;

   public ObiSolver solver;
    public ObiMeshTopology topology;
    public void setUpObi() {
       if(mesh == null || topology == null){
           Debug.LogError("Either the mesh or the topology are null. You must provide a mesh and an empty topology asset in order to generate cloth.");
       }

       ObiCloth cloth = GetComponent<ObiCloth>();

       var filter = GetComponent<MeshFilter>();
       filter.sharedMesh = mesh;
       var skin = GetComponent<SkinnedMeshRenderer>();
       skin.sharedMesh = mesh;

       topology.InputMesh = mesh;
       topology.Generate();

       cloth.Solver = solver;
       cloth.SharedTopology = topology;
       
       cloth.enabled = true;
       
       StartCoroutine(cloth.GeneratePhysicRepresentationForMesh());

       cloth.AddToSolver(null);

       for(int i = 0; i < mesh.vertices.Length; i++){
           cloth.invMasses[i] = 1.0f / (Mathf.Max(1,0.00001f) * cloth.areaContribution[i]);
           cloth.velocities[i] = Vector3.zero;
       }
       cloth.PushDataToSolver(ParticleData.INV_MASSES | ParticleData.VELOCITIES);


   }

}


Before the initialization coroutine was finished, the value was rewritten, and only the last particle appeared blue, which was meaningless. (Attachment 2)


How can I solve it?

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Exclamación ArgumentNullException: Value cannot be null.
Posted by: x1290148 - 16-10-2019, 02:16 AM - Forum: Obi Rope - Replies (2)

ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
Obi.ObiMeshShapeTracker.UpdateMeshData () (at Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:81)
Obi.ObiMeshShapeTracker..ctor (UnityEngine.MeshCollider collider) (at Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:59)
Obi.ObiCollider.CreateTracker () (at Assets/Obi/Scripts/Collisions/ObiCollider.cs:75)
Obi.ObiColliderBase.AddCollider () (at Assets/Obi/Scripts/Collisions/ObiColliderBase.cs:133)
Obi.ObiCollider.Awake () (at Assets/Obi/Scripts/Collisions/ObiCollider.cs:112)
UnityEngine.GameObject:SetActive(Boolean)
<WaitFade>d__44:MoveNext() (at Assets/Scripts/BZManager.cs:385)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
HuhIt happened while I was running the game. How do I fix this?

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  Obi Fluid Not Working with Transparent Glass
Posted by: cognaut - 15-10-2019, 11:14 PM - Forum: Obi Fluid - Replies (12)

I am finding the frame rate goes down about 20X and is unusable when pouring fluid into a transparent glass, like the picture illustrated on the Obi Fluid product.  
I am using Unity 2019, and have built a simple project like the water faucet demo that works fine with the bucket included.  When I try to use a transparent glass setup like the bucket to receive the liquid, it works, but the frame rate is orders of magnitude slower and unusable.
The picture on the product shows fluid flowing from one transparent container to another, is this possible?
-Jeff

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  Softbodies clipping into each other
Posted by: JanikH - 15-10-2019, 05:22 PM - Forum: Obi Softbody - Replies (5)

Hi,

we currently evaluating if we can use this asset to approximate small bags of sand.
We have had some success but are currently running into the following issue:

When one of the softbodies shown below falls onto another, they "merge" together, practically getting pulled into each other.

[attachment=431]

Is this a problem with our setup and if so, how can we fix it?
Or is this simply not a supported use case?

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