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Looks nice on editor but ...
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Non-uniform particle dist...
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  Position Constraints
Posted by: Watts - 09-07-2019, 11:54 PM - Forum: Obi Softbody - Replies (1)

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)

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)

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)

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)

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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  Attach to rigid body
Posted by: tegleg - 06-07-2019, 10:31 PM - Forum: Obi Softbody - Replies (1)

Hi

im having trouble attaching a softbody to a rigid body.
is the pin constraint the correct way? if so how exactly do you do it?

in game it doesnt seem to be attached. when i move the rigid body the softbody doesnt move with it

thanks

(nice asset btw, looks like fun)

EDIT:
for others wondering how to do it

make the softbody a child of the rigidbody
'edit particles' and 'fix translation' on a few particles
to fix the jitter, obi solver - interpolate

next question, how do you attach 2 softbodies together?

thanks

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  ObiEmitter Prefab - NullReferenceException on Instantiate
Posted by: p3gamer - 06-07-2019, 11:53 AM - Forum: Obi Fluid - No Replies

I have an ObiEmitter prefab that gives me a NullReferenceException when I instantiate it. It's because the solver is null. I've tried adding a solver prefab to the ObiEmitter prefab and it doesn't hold (meaning it's still null). I could add a solver component to the ObiEmitter prefab and that fixes it, but is there another way which would allow me to have one solver prefab that all the emitter prefabs can use?

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  Music video for "On Video" - Ghee
Posted by: lidiamartinez - 05-07-2019, 11:21 AM - Forum: Made with Obi - No Replies

Awesome use of Obi Fluid for this!!

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  Obi fluid in VR problem
Posted by: CrazyGhost - 05-07-2019, 11:15 AM - Forum: Obi Fluid - No Replies

Hello~

I use obi fluid in VR and want to detect how many particles in two containers.
However, the container is distorted when the liquid is poured into another container only in VR headset (HTC VIVE Pro), but no problem on computer screen.

Besides, the FPS is less than 10 when setting particles over 3000+. How many particles do you recommend in VR?

Thank you

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  Assigning Obi Handle in Editor
Posted by: Necka - 04-07-2019, 10:25 PM - Forum: Obi Rope - Replies (3)

Hello, 

I am sorry if this question has already been answered, I did a search, but I gave up after the 4th page, maybe my search keyword wasn't good enough.

The question is simple: Is it possible to assign a handle manually?

Example: I select a particle and "create handle" this will create a new handle in the hierarchy.

But while doing tests, I re-initialize my rope multiple times and each time I have to create a new handle (and delete the previous one). Because I can't find a way to assign a particle to a handle manually.

I'm probably blind but I have no idea where this handle reference is made. It doesn't appear in Pin Constrains, neither on the handle component itself, and I can't find it anywhere in the different rope components.

Also that is something I wondered in the case I want two ropes to have one particle attached to the same handle. Is it possible (I know I can do it in other ways, such as pin constraint, but that handle system is so easy and simple to manage.. also I don't have to worry about collision problems with this system)

Thanks by advance

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