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  Marquee tool
Posted by: Richard - 09-06-2019, 05:06 PM - Forum: Obi Cloth - Replies (18)

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

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  Importing Error by Obi Soft
Posted by: NKNKNK - 08-06-2019, 08:21 AM - Forum: Obi Softbody - Replies (1)

http://obi.virtualmethodstudio.com/forum...hp?tid=833

I have same problem.
But, Restarting Unity and Windows OS does not solve the problem.

[Image: byi9jfG.png]

-Version
Windows10 
Android build
Unity 2019.1.0f2

Thank you for your cooperation.

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  Obi Cloth 4.1 Crash on Apple A12 devices.
Posted by: alkis - 06-06-2019, 06:32 PM - Forum: Obi Cloth - Replies (4)

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.



Attached Files
.txt   StackTraces.txt (Size: 3.41 KB / Downloads: 9)
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Corazón Help with creating rope on runtime
Posted by: Smurfj3 - 06-06-2019, 12:00 PM - Forum: Obi Rope - Replies (3)

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I have checked the example code on 1 of your pages, but it seemed outdated.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:


Code:
public class RopeGenerator : MonoBehaviour {

    private ObiRope rope;
    private ObiCurve path;
    private ObiSolver solver;
    private ObiRopeExtrudedRenderer ropeextruder;
    private ObiRopeCursor cursor;
    private MeshRenderer render;

    public Material RopeMaterial;

    public IEnumerator MakeRope(Transform fromtrans, Transform totrans, float ropeLength)
    {
        GameObject ropeObject = new GameObject("HitchRope", typeof(ObiSolver),
                                typeof(ObiRope),
                                typeof(ObiCurve),
                                typeof(ObiRopeExtrudedRenderer),
                                typeof(ObiRopeCursor));

        rope = ropeObject.GetComponent<ObiRope>();
        path = ropeObject.GetComponent<ObiCurve>();
        solver = ropeObject.GetComponent<ObiSolver>();
        ropeextruder = ropeObject.GetComponent<ObiRopeExtrudedRenderer>();
        cursor = ropeObject.GetComponent<ObiRopeCursor>();
        render = ropeObject.GetComponent<MeshRenderer>();

        rope.Solver = solver;
        rope.ropePath = path;
        ropeextruder.section = Resources.Load("DefaultRopeSection") as ObiRopeSection;

        render.material = RopeMaterial;
        
        ropeextruder.uvScale = new Vector2(1, 10);
       
        yield return rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh());

        cursor.ChangeLength(20);

        GameObject HandleObject01 = new GameObject("Obi Handle01", typeof(ObiParticleHandle));
        GameObject HandleObject02 = new GameObject("Obi Handle02", typeof(ObiParticleHandle));

        ObiParticleHandle handle01 = HandleObject01.GetComponent<ObiParticleHandle>();
        handle01.Actor = rope;
        handle01.AddParticle(0, fromtrans.position, Quaternion.identity, rope.invMasses[0], rope.invRotationalMasses[0]);
        handle01.AddParticle(1, fromtrans.position, Quaternion.identity, rope.invMasses[1], rope.invRotationalMasses[1]);  

        ObiParticleHandle handle02 = HandleObject02.GetComponent<ObiParticleHandle>();

        handle02.Actor = rope;
        int index = rope.UsedParticles - 1;
        handle02.AddParticle(index, totrans.position, Quaternion.identity, rope.invMasses[index], rope.invRotationalMasses[index]);
        handle02.AddParticle(index - 1, totrans.position, Quaternion.identity, rope.invMasses[index - 1], rope.invRotationalMasses[index - 1]);
        rope.AddToSolver(null);
    }
}
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.

Help would be very much appreciated.

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  Having trouble getting cloth to collide with other gameobjects
Posted by: digitalOctopus - 05-06-2019, 04:45 AM - Forum: Obi Cloth - Replies (2)

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!

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  Chemical reactions
Posted by: bogdanTNT - 02-06-2019, 05:12 PM - Forum: Obi Fluid - Replies (4)

I bought obi fluid a couple of days ago and I still have not figured out how to make chemical reactions like in the video demo. There isn't even a demo scene to test.

Guys, send help pls

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  Large volumes of fluid causing lag
Posted by: genoli - 02-06-2019, 05:09 PM - Forum: Obi Fluid - Replies (3)

I've noticed that over 10k+ particles I start to get a lot of lag.

Does Obi have some way to handle large amounts of fluid eg: occlusion culling or hiding particles below the top layer?

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  Softbody positioned far from the world origin move toward the origin unexpectedly
Posted by: kenjis - 31-05-2019, 05:20 AM - Forum: Obi Softbody - Replies (2)

Hi,
I faced unexpected behavior of a softbody positioned far from the world origin.

Repro:
1. open BallPool sample scene.
2. create new GameObject with its name is 'Parent', its position is (0, 0, 0).
3. move existing GameObjects of 'Main Camera', 'TestEnvironment', 'ActorSpawner' and 'Ball' to under 'Parent' (to be Parent's children).
4. change Parent's position.x = 10000 (here, dare large)
changed like this
[attachment=359]
5. play the scene

Result:

The ball falls down and also moves rightward as like horizontal force was added.
It should fall down only along Y axis.
Might think the ball goes back to the world origin.

Do I missing setup something?
Thanks

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  how to make obi cloth on script
Posted by: Richard - 30-05-2019, 12:51 AM - Forum: Obi Cloth - Replies (10)

I am trying to make obi cloth on script. I saw scripting Actors of user manual.

Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Obi;

public class SetupCloth : MonoBehaviour
{
   GameObject obj;

   ObiActor actor;
   public ObiSolver solver;
   
   void Start()
   {
       obj = GameObject.Find("cloth");
       Mesh mesh = obj.GetComponent<MeshFilter>().sharedMesh;

       GameObject clothObject = new GameObject("cloth", typeof(ObiSolver),typeof(ObiCloth));

       // get references to all components:
       ObiCloth cloth = clothObject.GetComponent();
       ObiSolver solver = clothObject.GetComponent();

       // generate the topology:
       ObiMeshTopology topology = ScriptableObject.CreateInstance(sourceTopology);
       topology.InputMesh = mesh;
       topology.Generate();

       // set the cloth topology and solver:
       cloth.Solver = solver;
       cloth.SharedTopology = topology;
   }

}
What is wrong with that? I had three errors.

Assets\SetupCloth.cs(21,38): error CS0411: The type arguments for method 'GameObject.GetComponent<T>()' cannot be inferred from the usage. Try specifying the type arguments explicitly.
Assets\SetupCloth.cs(22,40): error CS0411: The type arguments for method 'GameObject.GetComponent<T>()' cannot be inferred from the usage. Try specifying the type arguments explicitly.
Assets\SetupCloth.cs(25,68): error CS0103: The name 'sourceTopology' does not exist in the current context

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Pregunta How to switch the obo rope to fixed state?
Posted by: PatrickXu - 28-05-2019, 03:37 PM - Forum: Obi Rope - No Replies

Hi, I bought Obi Rope ver 4.1 and using it in Unity 2018.4.

It's a great package to generate rope. thanks a lot for develop this tool! 

My problem is that I have multiple ropes in one scene and it cost quite a lot memory when they are extruded. 
Is it possible to pause the physics and update of the rope, just keep the mesh renderer during the play mode in order to save memory?

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