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Force Zone apply differen...
Forum: Obi Rope
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Yesterday, 05:15 PM
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Yesterday, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
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20-06-2025, 08:09 AM
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Obi 7 Model Scaling
Forum: Obi Cloth
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19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
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18-06-2025, 06:35 PM
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Tear Rod
Forum: Obi Rope
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18-06-2025, 08:34 AM
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Pipeline that bends
Forum: Obi Softbody
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17-06-2025, 02:07 PM
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Memory Leaks?
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
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Connect two ropes together? |
Posted by: GytisDev - 09-10-2019, 12:40 PM - Forum: Obi Rope
- Replies (1)
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Hello, thanks for great asset!
My question would if it's possible to connect two seperate ropes together? My use case is as follows: I have a electricity wire coated with isolation layer (just a blue rope), I need to make an effect that user can remove the isolation layer when a knife comes near the end of the wire (only in one spot on whole rope). So my idea was to have separate ropes connected (one long and two short ones). Firstly, the wire is made out of long blue rope and short blue rope, then when knife comes close, disable the short blue rope and enable the short exposed wire-colored rope. If it's possible or if there is a better solution please let me know. Thank you.
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Missing Script in 2019.2 |
Posted by: robert.nally - 09-10-2019, 06:57 AM - Forum: Obi Rope
- Replies (1)
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Hi I recently upgraded my project to 2019.2 and then imported Obi Rope. I was checking out the scene Electrical Wires and hoping to place everything into a prefab to test in one of my preexisting scenes. Unfortunately on the Obi Rope object a script appears to be missing. The scene still works but it won't if that component is removed. So the script seems to still be working, but because it is listed as missing I can't make that object into a prefab and if I recreate the object from scratch I'm worried it won't work without that script and I don't know and can't see the name of that script.
I attached a screenshot to illustrate what I'm seeing.
Has anyone encountered this problem before? Thanks in advance for any help and pointing me in the right direction.
Rob
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Fluid behavior changing over time |
Posted by: billmccrary - 07-10-2019, 08:14 PM - Forum: Obi Fluid
- Replies (2)
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Another weird one - getting closer to release means all the fun weird bugs start popping up...
We have a slow flowing fluid, that on app starts works like we want. However, after some period of time (~15-30 mins), the behavior changes. For example, the fluid simply stops flowing like it should and 'sticks'.
We're looking on our end now to see if we're not turning something on or off when needed.
Question - is there some life cycle calls or other 'cleanup' utility methods we can or should be calling to keep things tidy? For example, if I'm emitting fluid from one solver/emitter pair, then I want to turn that off and turn on another one, is there some 'reset' process we should be doing in our scripts? I didn't see this documented explicitly but maybe we're missing it.
Also - any chance you can shed some light on what this ObiSolver.ResetSimulationTime() method does?
http://obi.virtualmethodstudio.com/docs/...0f0e4957f7
Thanks in advance!
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Obi Rope problems in 2019.2.8 |
Posted by: yulaw2k - 07-10-2019, 07:58 PM - Forum: Obi Rope
- Replies (6)
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I cannot "Edit Curve". Or Click on particles in "Edit Particles"
Right now I have to open a blank 2018 project ( I Havent tried other versions of 2019)
Edit the curve, and export that prefab into my 2019 project.
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Accessing material of chopped rope |
Posted by: superdev - 05-10-2019, 05:38 PM - Forum: Obi Rope
- Replies (1)
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Hi there,
I am going through the docs and I am unable to find a way to access rope material at runtime. Is it possible to change material / fade the chopped part of the rope ?
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Logic like cut the rope ? |
Posted by: superdev - 05-10-2019, 01:14 PM - Forum: Obi Rope
- Replies (2)
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Hi there,
I went through the documentation and forums while trying to find implementation or any example of creating logic like cut the rope game. I found an example
Code: if (Input.GetKeyDown(KeyCode.A))
{
Obi.ObiRope rope = GetComponent<Obi.ObiRope>();
rope.DistanceConstraints.RemoveFromSolver(null);
rope.BendingConstraints.RemoveFromSolver(null);
rope.Tear(10);
rope.BendingConstraints.AddToSolver(this);
rope.DistanceConstraints.AddToSolver(this);
rope.BendingConstraints.SetActiveConstraints();
rope.Solver.UpdateActiveParticles();
}
But how does this work in making a cut based on swipe made on screen by the player ?
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Masking out fluids |
Posted by: billmccrary - 04-10-2019, 08:35 PM - Forum: Obi Fluid
- Replies (2)
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Maybe an odd question / request - we have some fluid clipping through some geometry due to a large-ish render scale (5), and we'd like to be able to put some 'masking' geometry over the top of it that will allow the camera to see everything BUT the fluid. We don't have any shader specialists so wondering if that is something possible to do with obi fluids today or if that would be something someone knew how to do? I have simple sandbox examples of basic geometry working by reusing someone's stencil buffer shaders, but I don't know how to implement that against the fluids. Attached images of that simple sandbox stuff if it helps explain what I'm asking. Thanks!
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[Obi Rope] Assign solver at runtime. |
Posted by: TimLewis - 04-10-2019, 02:40 PM - Forum: Obi Rope
- No Replies
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Hi guys,
We're having an issue getting Obi rope to work correctly when the Solver is assigned at runtime, is there a way to force re-initialisation when we attached the solver?
We already use a Solver for fluid in another scene, and when we come into the scene with the ropes we wanted to use the same solver (as I assume having 2 solvers is more expensive than 1?)
so my questions:
1) Is there a way to re-init?
2) Is having 2 solvers much more expensive than 1?
3) Which behaviours are needed for rope solver (volume, shape matching etc) for the most lightweight solver, is there a scene with an example?
Thanks very much for your help guys.
Tim
In an addition to this, after hitting initialise on the rope prefab, we can no longer add pin constraints, is this something you're aware of?
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