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Scripting rod forces
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Looks nice on editor but ...
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Non-uniform particle dist...
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  Any way to dynamically enable/disable a handle at runtime?
Posted by: mikemonroe_oc - 03-07-2019, 09:11 PM - Forum: Obi Softbody - Replies (8)

I have a Obi softbody ball (think water-balloon elasticity) that I want to be pulled and stretched (in VR) from two specific ends (top and bottom).
Right now I have top and bottom particles pinned and setup with Handles, which works exactly how I'd like it- except for I would like the ability to disable one of the Handles, based on the situation, and have those associated pinned particles with the Handle react normally as if they were not pinned.

So far I haven't had any luck with this at all, when disabling the Handle the associated particles just get left pinned to the last location the Handle was at.
What's the best approach to doing this?

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  How to force rope to never stretch?
Posted by: toxicfrog - 02-07-2019, 04:18 PM - Forum: Obi Rope - Replies (1)

Hello,

I'm using Obi Rope to tether spheres together when they collide.

For example, when 2 spheres of the same type collide, I spawn a rope that is a fixed length. The rope is pinned on each end to a 'PinPoint' object that are children of the spheres. The PinPoints then have fixed joints connecting them to the spheres.

The rope is exactly the length from one sphere's center to the other, so the rope is essentially attaching them to one another.

The intent is to keep the spheres tethered to each other. And it works great, but when I have issues when multiple spheres are tethered to each other (for example, one sphere has three ropes tethering it to three other spheres).


If a sphere is moved, the rope will stretch, and although they are still tethered, they are not touching.

I've tried experimenting with some of the settings, but I cannot figure out what I need to do to keep the ropes from stretching.

I need the ropes to always stay a fixed length, so they're essentially solid rods that never change size.

Any advice?

Thanks for this great tool!

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  Jump Rope
Posted by: nimdanet - 02-07-2019, 12:17 AM - Forum: Obi Rope - Replies (5)

Hello! 

I'm trying to make a rope jump game. I want my character to jump automatically. In unity normal process I would attach a trigger to the rope that everytime player triggers it jumps. Is it possible to achieve this into obi rope?

Thanks

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  Can Obi Fluid interact with Unity terrain
Posted by: protofactor - 01-07-2019, 09:32 PM - Forum: Obi Fluid - Replies (1)

Hi there,
i'm considering the purchase of Obi Fluid. However i would first need to know if the Obi Fluid can collide with Unity terrain.

Thanks in advance to anyone who can help answering that question.

Best,

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  pin constraints on script
Posted by: Richard - 01-07-2019, 04:10 PM - Forum: Obi Cloth - Replies (1)

How can I use pin constraints on script? I would like to create like sail in the pin constraint tutorial.

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  Obi cloth mesh lagging behind a model
Posted by: cubrman - 30-06-2019, 12:01 PM - Forum: Obi Cloth - Replies (17)

I have two issues:

1. The Obi Cloth model is lagging behind my actual skeletal model (see attachment, mind that all vertices are pinned).

2. There is a weird interaction betwen Obi and Final IK. For some reason the model goes into T-Pose if Obi cloth is added even to a child of a GameObject that has the Final IK component on it. I tried changing script execution order in every way possible, but nothing helped. I know this is probably not your problem but I would appreciate if you gave me anything, a hint for instance.



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  Don't works in HDRP projects Unity 2019
Posted by: conceptfac - 29-06-2019, 03:53 AM - Forum: Obi Fluid - Replies (1)

My project is using Render Pipeline and The particles don't appears! and all Obi Shaders are obsolete from this! How to fix it??

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  Collision versus Trigger
Posted by: Belisica - 28-06-2019, 11:04 AM - Forum: Obi Fluid - Replies (1)

Hi.

I am experimenting with Obi Fluid in 2D, great fun! Trying to make fluid particles stream down a staircase of several static colliders. When they come down they should be teleported back up again. I have seen demos of using collision callback functions for this. I get callbacks for each frame for each particle colliding with every collider. To check for the proper collider in every callback must be a performance issue?

Can the Obi OnCollision event be active only for certain colliders? For example the ones that are triggers?

What is the best setup in a case like this?

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  [Resolved] (Android/Unity) The Obi Fluid Renderer kill the performance.
Posted by: Suryavarman - 28-06-2019, 08:48 AM - Forum: Obi Fluid - Replies (7)

Hi,

I have 250 3D particles. I use the default Obi Fluid Renderer (Color Material : FluidColorBlend, Fluid Material : CleaFluid).

With the Obi fluid Renderer activated i have 5~8 FPS
Without the Obi Fluid Renderer i have 50 FPS good enough for me.

The hardwer is a SM-T390 :
Processor : 8cores @ 1.4Ghz Exynos 787
GPU : Mali-T830
RAM : 3GB


Have you any idea to have water look&feel with 30~50FPS ?

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  Rope Disappear When Load scene
Posted by: jirawatball - 28-06-2019, 07:56 AM - Forum: Obi Rope - Replies (2)

https://youtu.be/HL4ONkz8pzw
When I load scene and use code like RopeGrapplingHook. Render Rope is missing
but can use when open this scene fist

https://youtu.be/Ibb7Neg0xXE

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