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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
20-06-2025, 04:32 PM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
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Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 398
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Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 227
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,969
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Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 187
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Fluid Control Issues
Forum: Obi Fluid
Last Post: josemendez
06-06-2025, 09:19 AM
» Replies: 1
» Views: 225
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Particles go through the bucket |
Posted by: TsaiHao - 25-08-2019, 03:32 AM - Forum: Obi Fluid
- Replies (1)
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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)
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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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Obi Fluid - Tunnelling |
Posted by: TimLewis - 20-08-2019, 05:27 PM - Forum: Obi Fluid
- Replies (2)
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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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Adding ARM 64-bit support without upgrading API |
Posted by: arrnav96 - 18-08-2019, 05:33 PM - Forum: Obi Cloth
- Replies (6)
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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)
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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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