I purchased OBI rope 4.1 recently. It is fantastic asset!
I got stuck on an unexpected phenomenon for the past few days. I made a prefab which consists of Obi Rope(fully set up, initialized) + script(just destroy after 5 sec). And I added a cube with ObiCollider to the scene for collision testing.
When I instantiate the prefab rope at runtime, it falls and collide the cube correctly as long as prefab remains. But once all prefab has been destroyed, newly instantiate prefab will be penetrate(not collide with) the cube.
Now I have workarounds for this:
(1) Remove solver from the prefab, add a solver to scene and set this at runtime. As the following link: http://obi.virtualmethodstudio.com/forum...p?tid=1074
or
(2) Simply add a dummy solver to the scene. I don’t know why it works…perhaps as long as a solver remains the phenomenon is not happen, even if the solver is dummy(not used).
I'm new to Unity and Obi Rope so maybe it is a noobish question. But I would like to share this on the forum, just in case. And if possible, I would like to know how this phenomenon happens.
When following the tutorial (http://obi.virtualmethodstudio.com/tutor...setup.html) attaching a cube to Obi Rope, When I drag the cube into the field of the "Pinned to:" it is not submitted into the field. New to all of this, I'm sure it's a beginner's mistake, need some help. Thank you. (MacOS)
***Update: Setting Solver to LateUpdate appears to fix this, but should this even be needed? Not a desired solution. ***
Hi,
I have one ObiSolver set to Local-Space, with five TearableCloth actors as children.
When teleporting the parent GameObject of this Solver, the cloth appears to 'snap jump', and sometimes even causes tearing.
Implying forces from Global-Space are effecting the actors?
This has puzzled me, as I'd expect this behavour with a Global-Space Solver, but not Local.
Please see my Sovler configuration below - Obi version 4.1:
What I am observing, the moment of the parent Transform 'teleport', the TearableCloth is locally offset for one frame:
At the next frame, we see the Cloth 'stretching' back:
Again, I'd expect this behaviour if my Solver was global space, not local space. Is this a correct assumption?
When I try to make a softbody object using the same setup and solver as the ball in the example ball, the object does not collide correctly with the floor and ends up stretching downward to infinity. Changing the particle or cluster radius has no effect.
Attached is a gif of the issue. The ball behaves correctly but not my custom object. I have gone through the documentation step by step but cannot find any answers. Please can someone help me understand what is going on and how to fix it?
When I try to set up following the tutorial and click "edit particles" there simply is not points on my mesh, could I get some assistance with what might be wrong with it? I have the mesh set and initialized and also set a solver.
I asked about marquee tool before, but I want to choose particles by only script not using UI. How can I choose particle by rect of coordinates? and create obi handle from there? I don't know how to select the target(obi cloth) and lead to edit by script
We have run into an issue where Obi Cloth reliably crashes on Apple A12 based devices. I have created a minimal repro project based on the Runtime Cloth example of the distribution. The issue happens on both 4.0 and 4.1. The attached project crashes on A12 devices, such as the iPhone XS and XR, but not on any other devices we have tested on, including A9, A10 and A11 devices. We are building using Unity 2018.4.1f1 and Xcode 10.2.1 (10E1001). The devices are running iOS 12.2.
There are multiple different stack traces for the crashes, I have attached some.
The issue was unfortunately discovered in the last minute and blocked us from making a release using Obi, we will have to temporarily strip the assets using it until a solution can be found.
To repro with the project attached, unzip into a base distribution of 4.1 (or 4.0 for that matter, same result), build, run on a A12 device and tap to spawn a sack.
Hello, first off I want to say it's amazing asset, have messed around with it in the editor and everything worked as expected, however I have problems achieving the same on runtime.
I have checked the example code on 1 of your pages, but it seemed outdated. I have tried various things but can't seem to get it to work. I have tried the following code:
However I get an nullreferenceexception. that occurs in ObiRopeCursor.cs line 101.
The rope does appear in the scene tho. The effect I am going for is to generate a rope between 2 object where 1 of the objects could be both static or a moving object and the other object is always a moving object.
I have a table mesh with a separate tablecloth mesh. Both are sitting upon a floor mesh. The table is a rigidbody with a mesh collider.
The tablecloth has an Obi Cloth component, set up as shown in the Obi Cloth setup video. The simulation works great, the tablecloth that came with the table actually moves like cloth now. The only trouble is, it falls through the table and through the floor, off into space. I've tried different colliders, configurations, etc, but can't seem to get it. Thanks for any help!