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Stretching verts uniforml...
Forum: Obi Softbody
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Yesterday, 04:32 PM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
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02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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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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When I raise the speed of the emitter, the particles clump into singularities. |
Posted by: effrum_hodwaler - 06-11-2019, 09:41 AM - Forum: Obi Fluid
- No Replies
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When the speed is 0.6 or lower, my emitter will spit out 6 singular circular particle every second. After that, it will start spitting them in clumps, still at the approximate 6 per second, but there appear to be several pill shaped particles sharing a center point, and with some materials the clumps randomly explode sending single circle particles flying. This takes up a lot of processing power for less "particles" as one particle space now takes up 7 particles worth depending on speed. How do I make the particles go back to shooting single particles at a time even at higher speeds?
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Question about Obi 5 Release Date. |
Posted by: dodgevision - 06-11-2019, 01:30 AM - Forum: General
- Replies (1)
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Hi Virtual Method!
First off, I love what you guys are doing! I was just wondering if you have an ETA on Obi 5 release? I'm currently working in the new Unity HDRP and am excited to be able to implement all the awesomeness of Obi to it! For the sake of my current project, I was just curious if there was even rough ETA? I'm just curious if its like a week off, a month off or 6 months off?
Any kind of estimation would be helpful in my current development planing stage haha!
Thanks, and keep up the awesome work!
-Nick
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How to make Obi Softbody Skinner working properly? |
Posted by: Snail921 - 03-11-2019, 06:12 PM - Forum: Obi Softbody
- Replies (4)
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Hi,
Playing around with Obi Softbody and I got some issues. I tried to follow the steps of the document but I could not make it work properly.
1. As you can see in the image attached, once I applied softbody to a skinned mesh, it ignores the bone animation. It seems it only follows the parent bone's transform.
2. When I hit optimize button, the character gets broken. All vertices of the skinned mesh goes wrong doesn't matter if I bind the skin after it or not.
[attachment=451]
I looked into the ElasticCharacter.scene to find any information but could not get anything.
I suppose the issue 1 and 2 is relevant and both could be solved easily.
Could you please point out what I am doing wrong?
Thanks,
Snail
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Is it possible to cache a simulation? |
Posted by: lophochroa - 31-10-2019, 06:51 AM - Forum: General
- Replies (1)
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I'm just getting started with Obi. I am overall impressed with its performance, but there is one big thing I can't figure out: Is it possible to pre-compute and cache a simulation? By this I mean a way to calculate particles in advance and replay them on demand.
This would be useful when results are not needed in real time, such as for pre-rendered sequences, film production, and realtime gaming when the simulation is not affected by any interactive components. This is my primary use case.
If Obi does not support this directly, is there another way to achieve it in Unity? Perhaps a way to export the resulting mesh?
Thanks in advance for your help!
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Multiple Rope Cursors on single rope |
Posted by: TheMunk - 30-10-2019, 04:32 PM - Forum: Obi Rope
- Replies (5)
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So I've been playing around with the rope cursor, and I've come across a situation where i would like to have multiple cursors on my rope, so that i can have different addition and deletion speeds on two sides of a handle or pin tether constraint.
While the deletion works fine, the addition seems to be adding particles only at the first cursor.
Any thoughts on using multiple cursors? Is this even supposed to be achievable?
//TheMunk
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Simple2DFluid Look w/ DieletricFluid Shader |
Posted by: goldenmommy - 30-10-2019, 06:27 AM - Forum: Obi Fluid
- Replies (3)
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Hi! Just started diving in w/ this great asset. With Simple2DFluid, the fluid is rendered on top of all other objects in the scene so you would, for example, see the fluid through even an opaque bucket. With DieletricFluid this is not the case and this is how I would like my rendering to behave. However I am unable to replicate the exact quality of the Simple2DFluid w/ DieletricFluid even messing with the cloudiness level. Is there any way to either get DielectricFluid to look like Simple2DFluid or to have Simple2DFluid render "behind" opaque objects in the scene?
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Obi Fluid or Softbody for VR slime? |
Posted by: Csr2139 - 28-10-2019, 08:41 PM - Forum: General
- Replies (1)
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Hi all,
I’d like to design a VR game where you control a JRPG-like slime, but I’m not sure which Obi app to use. What I want is to have it so the VR camera is at the “top” of the slime body, and when you reach “outside” of the slime body with the controllers, the body stretches to match to make the slime’s arms that can then pick up items, stretch to reach things, fight, etc.
What would be the best way to go about this in your opinion?
Thanks!
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