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Looks nice on editor but ...
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Having an issue with obi ...
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Oculus Quest missing Oni DLL |
Posted by: Powerhorst3000 - 12-08-2019, 01:54 PM - Forum: Obi Rope
- Replies (2)
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Hello there,
I've been using ObiRope for a few months now, specifically in VR environments, and found it to be accessible and extremely helpful.
As of recent, we've picked up an Oculus Quest and want to export our application from Rift-S to the Quest.
What happens is, that in the build, all rope simulation is missing.
Pin-Attached Rigidbodies fall off the ropes, the ropes don't interact with the environment, you name it. Seems to me the ObiSolver is basically deactivated.
(In Editor, everything works fine)
Using logcat the following error appears over and over again upon runtime:
Code: 08-12 12:05:25.585 4333 4348 E Unity : DllNotFoundException: Oni
08-12 12:05:25.585 4333 4348 E Unity : at (wrapper managed-to-native) Oni.InitializeFrame(intptr,UnityEngine.Vector4&,UnityEngine.Vector4&,UnityEngine.Quaternion&)
08-12 12:05:25.585 4333 4348 E Unity : at Obi.ObiSolver.UpdateTransformFrame (System.Single dt) [0x00081] in <51a586ccea19400f99b633647cf1efac>:0
08-12 12:05:25.585 4333 4348 E Unity : at Obi.ObiSolver.Update () [0x00014] in <51a586ccea19400f99b633647cf1efac>:0
08-12 12:05:25.585 4333 4348 E Unity :
08-12 12:05:25.585 4333 4348 E Unity : (Filename: <51a586ccea19400f99b633647cf1efac> Line: 0)
Now I know the Oni Library is responsible for ObiPhysics.
I also know that the Oni.cs file decides which library-name to search for depending on the build platform.
IOS uses __internal. Makes sense
Android and Linux use "Oni".
Everything else uses "liboni".
Searching for the Oni.dll the folder "Assets\Obi\Plugins\Android" is simply empty.
The "\Assets\Obi\Plugins\x86" folder contains the libOni.dll.
Color me intrigued, where is the oni.dll? Is it included in ObiRope?
Can I switch to libOni.dll for the Oculus Quest? What can I do to get my ropes running in the build?
Thank you so much for any help, it is very much appreciated.
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Place multiple solver objects on the stage |
Posted by: QoQoo1321 - 12-08-2019, 07:20 AM - Forum: Obi Cloth
- Replies (4)
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Hi.
Unity crashes if there are more than 2 3D models with solvers on stage
Since the 3D model needs to be scaled in real time, the solver object had to run under the 3D model.
However, instantiating multiple 3D models on the stage causes a unity crash, which is a problem.
Is there any way to deal with such cases?
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Changing the scale |
Posted by: QoQoo1321 - 11-08-2019, 08:14 AM - Forum: Obi Cloth
- Replies (1)
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Changing the scale of a 3d model with obiCloth applied causes the mesh to appear broken
Please tell me how to respond
UNITY2018.3.14f1
Code that does not cause problems:
Code: model = (GameObject)GameObject.Instantiate(modelPrefab, new Vector3(0.5f, 0f, 0f), Quaternion.Euler(0, 180f, 0));
![[Image: jnjh1rgrzf1lcj...1.PNG?dl=0]](https://www.dropbox.com/s/jnjh1rgrzf1lcj...1.PNG?dl=0)
https://www.dropbox.com/s/jnjh1rgrzf1lcj...1.PNG?dl=0
The code where the problem occurs:
Code: model = (GameObject)GameObject.Instantiate(modelPrefab, new Vector3(0.5f, 0f, 0f), Quaternion.Euler(0, 180f, 0));
model.transform.localScale = new Vector3(0.4f, 0.4f, 0.4f);
![[Image: image2.PNG?dl=0]](https://www.dropbox.com/s/g6fkx957fqk6ebe/image2.PNG?dl=0)
https://www.dropbox.com/s/g6fkx957fqk6eb...2.PNG?dl=0
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Bug? Emitter still emitting when speed set to zero, and Method set to Burst |
Posted by: zeropanda - 11-08-2019, 03:07 AM - Forum: Obi Fluid
- No Replies
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Is this behavior just part of the specifications?
Or is it a bug?
I created my own Emitter from code, and want to emit only when the user presses a button. I think the docs said that you can set the speed to 0 to turn off the emitter's emission. But when speed is zero, and the EmissionMethod is set to Burst, it shoots particles anyway.
For now, when the user presses a button, instead of changing speed, I change the EmissionMethod to from Stream to Burst, then turn it back to Stream with 0 speed.
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Cloth disrupts position/rotation of character root rigidbody |
Posted by: SwiftIllusion - 08-08-2019, 10:13 PM - Forum: Obi Cloth
- No Replies
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Reproduce-able with the included character demo, as soon as you disable the rigidbody freeze rotation y constraint you can see my problem,
the rigidbody begins rotating/moving, seemingly being distorted by the collisions of the cloth/obi rigidbody components.
If I disable the Obi Cloth solver or hide all bones/obi rigidbody components it stops being distorted.
This is a significant problem when I have a character with cloth but I want to navigate them around the world with flowing torque/non direct rotation input.
I couldn't see anything that would seem like a solution in the options/documentation I was reading as I worked on it, and as mentioned the exact same result is on the provided character example.
So I'd greatly appreciate a response/or if it's a bug some idea of when it may be resolvable. As short of that the experience has been pretty good/certainly an upgrade from Unity's default cloth solution.
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Attaching cloth and soft bodies |
Posted by: ctalDai - 08-08-2019, 12:44 PM - Forum: General
- No Replies
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Hello,
I need to attach an obi cloth with an obi soft body.
The image shows my setup.
Basically its an surgery simulation in unity and VR.
The gallbladder is a softbody, the yellow fat is obi tear able cloth and the liver is a softbody.
Right now the fat are fixed in a place with fixed particles. But what I need is the fat to be attached to gallbladder with one end and to the liver on the other end. The fat or connective tissue to hold/attach the liver. When I manipulate the liver or gallbladder the fat is stretched and when I tear the fat the liver and gallbladder get detached.
How do I achieve this?
Is there any better way to do this?
Please help.
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Frequent spikes in ObiSolver.FixedUpdate() |
Posted by: asimofu_ok - 08-08-2019, 10:24 AM - Forum: Obi Cloth
- Replies (2)
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I use Obi Cloth latest version for character's cloak. and I use Unity 2018.4.4f1.
The cloak is moving good.
However in the Profiler, many spikes appear and reduces the FPS.
[attachment=386]
[attachment=387]
I didn't find why this spikes appear.
How do I fix this?
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Color not working for emitter? |
Posted by: zeropanda - 08-08-2019, 05:33 AM - Forum: Obi Fluid
- No Replies
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Having a weird problem where the color is not changing correctly when shadows are enabled on my directional light.
Unity 2018.2.10f1
See attached gif.
If I disable shadows, the color changes correctly, however.
Is there a way to disable shadows just for the fluid?
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