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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: 63
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 2,902
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 162
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 79
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Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
» Views: 139
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 408
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Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 238
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,972
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Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 190
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Fluid Control Issues
Forum: Obi Fluid
Last Post: josemendez
06-06-2025, 09:19 AM
» Replies: 1
» Views: 227
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just purchased Soft and Fluid but not working in 2019.1.8f1 ? |
Posted by: thomas4d - 15-07-2019, 12:22 AM - Forum: General
- Replies (1)
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OK what is my best next step ?
How do i uninstall OBI ? if i delete it in the project folder it re-appears in afew seconds ( how do you uninstall OBI ?)
My project is an VR project not really wanting to go back to 2018 when is the update coming ?
here are some of my errors
Assets\Obi\Rendering\ObiDistanceFieldRenderer.cs(7,27): error CS0246: The type or namespace name 'ObiCollider' could not be found (are you missing a using directive or an assembly reference?)
Assets\Obi\Rendering\ObiSoftbodySkinner.cs(27,10): error CS0246: The type or namespace name 'ObiSoftbody' could not be found (are you missing a using directive or an assembly reference?)
Assets\Obi\Sample Scenes\SampleResources\Scripts\ColorFromVelocity.cs(11,27): error CS0246: The type or namespace name 'ObiActor' could not be found (are you missing a using directive or an assembly reference?)
Thanks for any help =)
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Tightrope with rod and rope? Spring? |
Posted by: therasoft - 13-07-2019, 04:23 PM - Forum: Obi Rope
- No Replies
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I am a noob to Obi. I am trying to create two rods attached to a rope like a tightrope.
The rods are vertical and a set distance apart and the rope runs between them--again think tightrope.
What I want is when an object collides with the tightrope (obi rope), if it is heavy enough, it bends the support poles ( obi rods toward each other because of the colliding object).
I have set up the Obi rope so that it is tight by freezing the translation of the end particles. I have increased the tether on the rope so that it is tight. It responds as expected when a object collides with it similar to a taught rope.
I am having a difficult time setting up the Obi rod so that it remains vertical similar (tightrope support pole) with some ability to bend, and then responds to rope stress ( heavy object falls on tight rope causing support poles to bend sideways).
From the manual appears like pinning is the choice to get them to react to each other, but how do I just pin it to the end of the rod(instead of the whole rod game object), do I need to add a empty game object and parent to the last particle?
My questions:
1. Is a rod for the support pole the best choice?
2. How do I get the resting state of the rod to be verticle and attached to the rope so that it acts like a spring when rope receives a heavy object collision.
3. Do I need to add a empty object that is a child of the last particle and pin it to make the rope attach to the pole and respond to its action like a spring bending sideways?
I can add images if this is confusing--let me know.
Thanks for any help.
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Water moving through pipe (pressure) |
Posted by: panos7733 - 11-07-2019, 03:53 PM - Forum: Obi Fluid
- Replies (1)
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Hi am totaly new to Unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down (against gravity) through pipes. My goal is to simulate the function of hand pumps. My qyestion is: Is Odi fluid capable to create such a function (3D)?i.
th
I aHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionm totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcion
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Callbacks for tearing |
Posted by: bennett - 10-07-2019, 06:21 PM - Forum: Obi Rope
- No Replies
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It would be useful if there was a callback method for detecting when a rope tears.
Right now it seems like the only workaround is to watch the number of particles in the rope for changes, but if you also use the ObiCursor all the time, that's not clean or reliable.
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Crash on iPhone XS |
Posted by: sdpgames - 10-07-2019, 03:55 PM - Forum: Obi Fluid
- Replies (2)
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hi all;
When the game starts with a scene containing any Obi Fluid particle emitter, we get a 100% crash.
We have the following call stack:
liquidmaze`Oni::TaskQueue::NextTask:
0x1016592dc <+0>: stp x22, x21, [sp, #-0x30]!
0x1016592e0 <+4>: stp x20, x19, [sp, #0x10]
0x1016592e4 <+8>: stp x29, x30, [sp, #0x20]
0x1016592e8 <+12>: add x29, sp, #0x20 ; =0x20
0x1016592ec <+16>: mov x19, x0
0x1016592f0 <+20>: orr w8, wzr, #0x1
0x1016592f4 <+24>: ldaxrb w9, [x19]
0x1016592f8 <+28>: stxrb w10, w8, [x19]
0x1016592fc <+32>: and w9, w9, #0x1
0x101659300 <+36>: cmp w10, #0x0 ; =0x0
0x101659304 <+40>: ccmp w9, #0x0, #0x0, eq
0x101659308 <+44>: b.ne 0x1016592f4 ; <+24>
0x10165930c <+48>: ldr x20, [x19, #0x8]
0x101659310 <+52>: ldr x22, [x20, #0x10]
0x101659314 <+56>: cbz x22, 0x1016593d4 ; <+248>
0x101659318 <+60>: ldp x9, x8, [x22]
0x10165931c <+64>: cbz x8, 0x101659334 ; <+88>
0x101659320 <+68>: add x10, x8, #0x8 ; =0x8
0x101659324 <+72>: ldxr x11, [x10]
0x101659328 <+76>: add x11, x11, #0x1 ; =0x1
0x10165932c <+80>: stxr w12, x11, [x10]
0x101659330 <+84>: cbnz w12, 0x101659324 ; <+72>
0x101659334 <+88>: ldr x21, [x1, #0x8]
0x101659338 <+92>: stp x9, x8, [x1]
0x10165933c <+96>: cbz x21, 0x101659370 ; <+148>
0x101659340 <+100>: add x8, x21, #0x8 ; =0x8
0x101659344 <+104>: ldaxr x9, [x8]
0x101659348 <+108>: sub x10, x9, #0x1 ; =0x1
0x10165934c <+112>: stlxr w11, x10, [x8]
0x101659350 <+116>: cbnz w11, 0x101659344 ; <+104>
0x101659354 <+120>: cbnz x9, 0x101659370 ; <+148>
0x101659358 <+124>: ldr x8, [x21]
0x10165935c <+128>: ldr x8, [x8, #0x10]
0x101659360 <+132>: mov x0, x21
0x101659364 <+136>: blr x8
0x101659368 <+140>: mov x0, x21
0x10165936c <+144>: bl 0x1023a58e8 ; symbol stub for: std::__1::__shared_weak_count::__release_weak()
0x101659370 <+148>: ldr x0, [x22]
0x101659374 <+152>: ldr x8, [x0]
-> 0x101659378 <+156>: ldr x8, [x8, #0x10]
0x10165937c <+160>: blr x8
0x101659380 <+164>: cbz w0, 0x1016593cc ; <+240>
0x101659384 <+168>: str x22, [x19, #0x8]
0x101659388 <+172>: cbz x20, 0x1016593cc ; <+240>
0x10165938c <+176>: ldr x21, [x20, #0x8]
0x101659390 <+180>: cbz x21, 0x1016593c4 ; <+232>
0x101659394 <+184>: add x8, x21, #0x8 ; =0x8
0x101659398 <+188>: ldaxr x9, [x8]
0x10165939c <+192>: sub x10, x9, #0x1 ; =0x1
0x1016593a0 <+196>: stlxr w11, x10, [x8]
0x1016593a4 <+200>: cbnz w11, 0x101659398 ; <+188>
0x1016593a8 <+204>: cbnz x9, 0x1016593c4 ; <+232>
0x1016593ac <+208>: ldr x8, [x21]
0x1016593b0 <+212>: ldr x8, [x8, #0x10]
0x1016593b4 <+216>: mov x0, x21
0x1016593b8 <+220>: blr x8
0x1016593bc <+224>: mov x0, x21
0x1016593c0 <+228>: bl 0x1023a58e8 ; symbol stub for: std::__1::__shared_weak_count::__release_weak()
0x1016593c4 <+232>: mov x0, x20
0x1016593c8 <+236>: bl 0x100ca8410 ; ::operator delete() at MemoryManager.cpp:261
0x1016593cc <+240>: orr w0, wzr, #0x1
0x1016593d0 <+244>: b 0x1016593d8 ; <+252>
0x1016593d4 <+248>: mov w0, #0x0
0x1016593d8 <+252>: stlrb wzr, [x19]
0x1016593dc <+256>: ldp x29, x30, [sp, #0x20]
0x1016593e0 <+260>: ldp x20, x19, [sp, #0x10]
0x1016593e4 <+264>: ldp x22, x21, [sp], #0x30
0x1016593e8 <+268>: ret
0x1016593ec <+272>: stlrb wzr, [x19]
0x1016593f0 <+276>: bl 0x1023a53fc ; symbol stub for: _Unwind_Resume
0x1016593f4 <+280>: brk #0x1
Of course it works on all other platforms, iOS, PC, etc... Just iPhone XS crashes everytime. Now our publisher has blocked the project, and there is no way for us to release it without a fix.
Does anyone have the same issue?
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Position Constraints |
Posted by: Watts - 09-07-2019, 11:54 PM - Forum: Obi Softbody
- Replies (1)
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Hello!
I've been having a blast with the soft body asset and am trying to get used to not working with a rigidbody. I'm only a novice game designer and I hope this is just something easy I cannot figure out.
I'm having a ton of trouble coding a movement script and setting up constraints to make a ball (like in the Ballpool demoscene) a moveable character. I tried using .AddForce in particular directions but because the ball rolled around it's up, right and forward were always changing. I tried to constrain it so it wouldn't roll but found that wasn't easily achieved. I coded a .Clamp onto the Ball that has the SoftBody but it still rolled around while what looked like an Empty Game Object adhered to my code. After some reading I think it's because it's made out of particles and not a continuum material like rigidbodies? Anyways, I'm scratching my head figuring out how to do this and I'm sure I'm over complicating this.
In short: how do I constrain the x, y or Z of soft bodies and accurately apply force up, forward and right no matter how it has rolled?
Thank you for any feedback.
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Pooled particle count |
Posted by: chipmeisterc - 09-07-2019, 03:10 AM - Forum: Obi Rope
- Replies (3)
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Hi there,
I am currently experimenting with runtime length modification (working great!)
However I don't yet know what the optimum number of pooled particles is. Setting to 1000 was more than enough, however I noticed that upon trying to reduce the count that the editor value does not seem to be used but rather the value that was cached upon initial initialization.
Re-initializing solves the problem, however, in doing so my handles (created via the editor) no longer function, requiring them to be re-created.
Is the pooled particle count not updating a bug? If not, is it necessary to re-init or am I missing some workflow steps? / Generally doing things wrong?
Thanks,
Chris
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Unity 2018.3 - HD Render pipeline? |
Posted by: BlanketsWilson - 08-07-2019, 08:30 PM - Forum: Obi Fluid
- Replies (1)
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Hello,
I'm checking out Obi Fluid now and it looks great. I'm wondering if it's compatible with Unity 2018.3 and specifically the HD render pipeline?
I tried searching for this but couldn't find anything. Thanks.
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Ubuntu Editor errors |
Posted by: Nir Hermoni - 08-07-2019, 07:33 AM - Forum: Obi Rope
- Replies (3)
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Hi,
I've used Obi Rope successfully on a windows machine.
When loading the scene in a Linux editor, I get the following errors:
DllNotFoundException: libOni
Obi.ObiBoxShapeTracker..ctor (UnityEngine.BoxCollider collider) (at Assets/ZZZ_External/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs:14)
Obi.ObiCollider.CreateTracker () (at Assets/ZZZ_External/Obi/Scripts/Collisions/ObiCollider.cs:65)
Obi.ObiColliderBase.AddCollider () (at Assets/ZZZ_External/Obi/Scripts/Collisions/ObiColliderBase.cs:129)
Obi.ObiCollider.Awake () (at Assets/ZZZ_External/Obi/Scripts/Collisions/ObiCollider.cs:111)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
DllNotFoundException: libOni
Obi.ObiColliderBase.OnDisable () (at Assets/ZZZ_External/Obi/Scripts/Collisions/ObiColliderBase.cs:235)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
DllNotFoundException: libOni
Obi.ObiSolver.Initialize () (at Assets/ZZZ_External/Obi/Scripts/Solver/ObiSolver.cs:311)
UnityEngine.Debug:LogException(Exception)
Obi.ObiSolver:Initialize() (at Assets/ZZZ_External/Obi/Scripts/Solver/ObiSolver.cs:438)
Obi.ObiSolver:OnEnable() (at Assets/ZZZ_External/Obi/Scripts/Solver/ObiSolver.cs:277)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
DllNotFoundException: libOni
Obi.ObiConstraintBatch.Enable () (at Assets/ZZZ_External/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs:132)
Obi.ObiBatchedConstraints.Enable () (at Assets/ZZZ_External/Obi/Scripts/Constraints/ObiBatchedConstraints.cs:71)
Obi.ObiBatchedConstraints.OnEnable () (at Assets/ZZZ_External/Obi/Scripts/Constraints/ObiBatchedConstraints.cs:127)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
DllNotFoundException: libOni
Obi.ObiColliderBase.OnDisable () (at Assets/ZZZ_External/Obi/Scripts/Collisions/ObiColliderBase.cs:235)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Please advise.
Thanks in advance
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Blendshapes using wrong space/ orientation when used on Obi Cloth object? |
Posted by: BlueTomato - 08-07-2019, 01:34 AM - Forum: Obi Cloth
- Replies (2)
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Hi there,
For my setup I have an Obi Cloth component added to SkinnedMeshRenderer object that also contains blendshapes. These work fine without the Obi component attached, but with it enabled the vertices seem to displace in the wrong direction. I have uploaded a quick recording showing this problem here.
I have tried different update and simulation methods, with and without a proxy, but none of it seems to help. Is this at all possible, or is there some kind of fundamental conflict here?
Important to note: I am using Obi Cloth 3.5 on Unity 2017.4.
Thanks in advance!
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