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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
20-06-2025, 04:32 PM
» Replies: 1
» Views: 58
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 2,869
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 155
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 73
Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
» Views: 137
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 398
Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 227
Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,969
Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 187
Fluid Control Issues
Forum: Obi Fluid
Last Post: josemendez
06-06-2025, 09:19 AM
» Replies: 1
» Views: 225

 
  Particles go through the bucket
Posted by: TsaiHao - 25-08-2019, 03:32 AM - Forum: Obi Fluid - Replies (1)

Hi, I am using Obi Fluid in steamvr. I wanted to copy the bucket sample in my project and it worked fine in origin scale. But when I scale the bucket to (0.2, 0.2, 0.2), particles just went throgh the bucket. I changed particle material and resolution and not help. How can I solute this?
Best wishes!

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  zero gravity
Posted by: lexxx - 23-08-2019, 08:34 AM - Forum: Obi Rope - Replies (2)

hello,

we have a rope in space, but even with setting the gravity to 0 it still pulls down.
the solver is added runtime, as in the grapplehook example

please help

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Pregunta Initialize a softbody on scaled objects via script
Posted by: aznaf - 23-08-2019, 08:24 AM - Forum: Obi Softbody - Replies (6)

Imagine I have a skinned mesh object and it is scaled by its bones, is there a way to initialize & bind skin (using its current shape) from scripts?

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  Obi Fluid - Tunnelling
Posted by: TimLewis - 20-08-2019, 05:27 PM - Forum: Obi Fluid - Replies (2)

Hey guys,

I'm using Obi Fluid to fill glasses which are made out of a collection of primitive colliders, and then moving the glass (full of Obi fluid) using Physics.

My issue is that when I move things too fast I experience Tunnelling - and I'm wondering if you know how to move fast objects with Physics without Tunnelling?

Things I've tried so far:

- Moving a Kinematic Object with Rigidbody.MovePosition.
- Moving a non-kinematic object with a FixedJoint attached to a Kinematic Object moving with with Rigidbody.MovePosition.

I got it work when using Rigidbody.AddForce - and this makes sense since it's updating the velocity which is obviously what the particles read from to simulate their position.

What I'm not clear on is why the same wouldn't be true for a Kinematic Object using Rigidbody.MovePosition, as this also internally updates the rigidbody.velocity.

Is there something I'm doing wrong, and do you know of a way to fix the tunnelling issue while using Kinematic RB.MovePosition?

Thanks for all your help,

Tim

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  Performance issues
Posted by: Smurfj3 - 20-08-2019, 05:07 PM - Forum: Obi Rope - Replies (31)

Hello,

I discovered some performance issues I did not notice until more players joined but every rope generated takes about 15 fps away which is quite a lot considering I need about 20 ropes to be able to render at the same time. Are my expectations just way to high or is there something I did wrong? I can literally disable the rope and my fps instantly jumps at least 15.

The way my ropes work is they are constantly moving which is of course more demanding then static ropes I assume. Basically there is the players hand and then there is an animal that is on a lease, so the rope constantly need updating.

Help is appreciated Sonrisa

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  How can i create a crane like rope?
Posted by: LCKuo - 19-08-2019, 06:57 AM - Forum: Obi Rope - Replies (1)

I m trying to create a crane like rope behavior. But it's hard. Since I applied scalable rope length component then the rope just get bouncy.
It's looks like we have to put tether constrain.  This's what we made.   And  This is what we need to be like 
Those parameters just killing me. Is there any parameters that we can to refer to?  Triste

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  Obi Fluid on the Magic Leap
Posted by: smallfly - 18-08-2019, 09:26 PM - Forum: Obi Fluid - Replies (1)

Hi,

I'm looking to use Obi Fluid on the Magic Leap. The Magic Leap being an Android based device it may not be too much work to make Obi Fluid run on it.
Any help would be much appreciated.

I have found a similar thread but on the Obi Rope's channel - http://obi.virtualmethodstudio.com/forum...hp?tid=868

Thank you!

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  Detect when cloth removed from trigger
Posted by: neecko - 18-08-2019, 06:07 PM - Forum: Obi Cloth - Replies (2)

Hello, 
Looking for some help. I read the docs, but still trying to wrap my head around achieving this. I have tried collision callbacks, but this lags real bad with what I'm trying to do.

Simply all I want to do is detect if the cloth has exited or is no longer touching a simple trigger. I don't want it to interact with it in any other way.
[Image: CBuVHY2.png]
So the green is the cloth. If it is moved off the black box an event is called like ontriggerexit or something of the like.


also on a quick side note, is there a way to detect when and if the cloth was torn?

thanks!

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  Adding ARM 64-bit support without upgrading API
Posted by: arrnav96 - 18-08-2019, 05:33 PM - Forum: Obi Cloth - Replies (6)

Hi, I've been using an older version of Obi Cloth which has the older API for getting particle positions, velocities, etc.


As this project is for a client, meaning it's time sensitive, doing a complete upgrade to the newer 4+ API does not seem to be possible as this project has 100+ Obi actors with their own cloth settings tuned to perfection.

Now the issue is, Google Play has made 64-bit support in apps mandatory recently, meaning I had to now turn on ARM64 as well (Along with already enabled ARMV7) while building the APK.

The project's actors all render fine inside the editor, but upon building to an Android device none of the actors render at all and the logcat shows that the Oni DLL could not be found or loaded.

Looking deeper into the Obi/Plugins folder, I briefly compared my current Plugins folder contents with the new 4+ Obi's Plugin folder and understood that only the newer version has ARM 64-bit support.

To confirm the issue, I built without the ARM64 option enabled and the build rendered actors correctly, confirming that Unity was previously unable to find a 64-bit supporting DLL plugin for Oni.

Tldr; Is there any way I can simply add ARM64 support to existing Obi cloth setup without actually upgrading the API/Updating Obi plugin? 

Simply updating the package would mean multiple weeks of added work due to requiring re-initializing and re-tuning all actors, completely halting productivity in such a large project.

EDIT: I now tried using a copy of this project to update to latest Obi package, then set up a temporary actor - fully initializing it, then enabled 64-bit ARM option and built APK to device. 

Still the same problem - The correctly set up Obi actor doesn't render at all and throws the same errors as before. Looks like this issue is something other than just 64-bit support from Obi/Plugins folder.

This is the constantly recurring DLL error I get when I try to enable 64-bit and build, regardless of the version of Obi cloth I used on device (Using Unity 2019.2.1f1) -

[attachment=389]

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  Breaking Changes with Obi 5
Posted by: StudioTatsu - 14-08-2019, 09:23 PM - Forum: Obi Softbody - Replies (2)

Will there be many code-breaking changes with Obi 5 vs Obi 4?
We have created several pipeline tools using Obi v4 to speed up our workflow, but before we continue making tools - we need to know how drastic the API changes will be.


Thanks.

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