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  Rope attached to kinematic rigidbody glitching during frame drops
Posted by: bgrz_ - 28-05-2019, 01:33 PM - Forum: Obi Rope - Replies (6)

Hello,

we've been using Obi Rope in our game successfully for a while now, however we had to stay on v3.2 because of the following problem:



Ropes are pinned to colliders that are children of a kinematic rigidbody that's being moved by updating its transform position. These glitches occur during framerate drops (in this video it was caused by enabling Deep Profile to cause more CPU usage, but can also be simulated by resizing the Game window). When updating from v3.2 to v3.5 the glitching in the video started happening (we skipped a few versions so I don't know which exact release after v3.2 introduced this), and I hoped it'd be fixed in v4.1 but it's unfortunately still there. I've tried all combinations of solver mode + script update mode + script execution order, but I couldn't find a sufficient solution. Solver mode LateUpdate comes closest, it gets rid of the glitches, but causes drooping ropes instead.
Used 2018.3.14f1 with v4.1, and v3.5 update was tried in November on approximately 2018.2.20f1.

Link to reproduction project: https://www.dropbox.com/s/tn2ci6c2gimne6...n.zip?dl=0

Does this look like a bug on Obi Rope's side, or can you suggest a combination of settings or a workaround that we could utilize? I tried removing the `transform.hasChanged` check in `ObiColliderBase`, and adding `Physics.SyncTransforms()` to `ObiSolver.SimulateStep`, but it didn't make a difference.

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  Undefined symbols for architecture arm64
Posted by: phont - 28-05-2019, 11:40 AM - Forum: General - Replies (6)

When I build iOS with 
- Host OS: Mac 10.13.6
- Unity Editor: 2019.1.2f1
- Xcode : 10
- Obi Robe: 4.1

Errors log is pasted below:

Code:
Undefined symbols for architecture arm64:
 "_GetProfilingInfoCount", referenced from:
     _Oni_GetProfilingInfoCount_mF6C93B77328B06BAA42CE9C2E4BDFB89DA310374 in Obi2.o
    (maybe you meant: _Oni_GetProfilingInfoCount_mF6C93B77328B06BAA42CE9C2E4BDFB89DA310374)
 "_SignalFrameEnd", referenced from:
     _Oni_SignalFrameEnd_mAD6C1011D3F8B2B207B171FC8A67A815B8942F1D in Obi2.o
    (maybe you meant: _Oni_SignalFrameEnd_mAD6C1011D3F8B2B207B171FC8A67A815B8942F1D)
 "_SignalFrameStart", referenced from:
     _Oni_SignalFrameStart_m368F56D78F51A62F5DC87FEE54F92A29474D0697 in Obi2.o
    (maybe you meant: _Oni_SignalFrameStart_m368F56D78F51A62F5DC87FEE54F92A29474D0697)
 "_ClearTasks", referenced from:
     _Oni_ClearTasks_mF83C8CDE5CBE6214A2C884D9B7AC02CE2562F489 in Obi2.o
    (maybe you meant: _Oni_ClearTasks_mF83C8CDE5CBE6214A2C884D9B7AC02CE2562F489)
 "_GetSkinInfo", referenced from:
     _Oni_GetSkinInfo_m8672537827F66CDA8E4F31EE6FE44E5DE9693738 in Obi2.o
    (maybe you meant: _Oni_GetSkinInfo_m8672537827F66CDA8E4F31EE6FE44E5DE9693738)
 "_GetSkinnedVertexCount", referenced from:
     _Oni_GetSkinnedVertexCount_mC9CB274CEB2FD54F160392A28FDF6FD7947B5E7D in Obi2.o
    (maybe you meant: _Oni_GetSkinnedVertexCount_mC9CB274CEB2FD54F160392A28FDF6FD7947B5E7D)
 "_GetGroupFromPhase", referenced from:
     _Oni_GetGroupFromPhase_mE6DB73EF65EDE6FEB7668F73969DA405262E2022 in Obi2.o
    (maybe you meant: _Oni_GetGroupFromPhase_mE6DB73EF65EDE6FEB7668F73969DA405262E2022)
 "_MakePhase", referenced from:
     _Oni_MakePhase_mD88785E743F6F79B4A184ABD22047D056EF9152A in Obi2.o
    (maybe you meant: _Oni_MakePhase_mD88785E743F6F79B4A184ABD22047D056EF9152A)
 "_GetPointCloudAnisotropy", referenced from:
     _Oni_GetPointCloudAnisotropy_m5538B1B35B6E449A323688DB4488F4A7BA9FAE17 in Obi2.o
    (maybe you meant: _Oni_GetPointCloudAnisotropy_m5538B1B35B6E449A323688DB4488F4A7BA9FAE17)

...

p.p1 {margin: 0.0px 0.0px 0.0px 12.0px; text-indent: -12.0px; font: 11.0px Menlo; color: #000000; color: rgba(0, 0, 0, 0.85)}
 "_GetBounds", referenced from:
      _Oni_GetBounds_m97A226DFD7C05C116D018192221F0D127E06A844 in Obi2.o
     (maybe you meant: __GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDF_0_0_0, _ScrollRect_GetBounds_m1434EA6AC230851FBEEE36B1293EA41174124807 , __GetBoundsColor_EndInvoke_mBDBD7F743E7B2F76A8161226E8B0DDAF61E93E77 , __GetBoundsColor__ctor_mB30C7E4CFC9551E493AC9ADD9441D5CB90121F88 , _CVRChaperone_GetBoundsColor_m657AB1E8D63F9E65EA27F274440DFE45E041B586 , __Z47il2cpp_codegen_marshal_function_ptr_to_delegateI57_GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDFEPT_PFvvEP11Il2CppClass , __ZNK54IVRChaperone_t52491D16BC21FDE07D4C94F339CD993CF4AC068A20get_GetBoundsColor_5Ev , _Oni_GetBounds_m97A226DFD7C05C116D018192221F0D127E06A844 , __GetBoundsColor_BeginInvoke_mDBDB2B7D274C1BAAF1655A5ED0B2B42EAB6CF8C4 , __GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDF_0_0_4099 , _ScrollRect_GetBounds_m1434EA6AC230851FBEEE36B1293EA41174124807_MetadataUsageId , _MB_Utility_GetBounds_mD21F2046BBA1811477F3D352975D51F244615D17 , _DelegatePInvokeWrapper__GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDF , __ZN54IVRChaperone_t52491D16BC21FDE07D4C94F339CD993CF4AC068A20set_GetBoundsColor_5EP57_GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDF , __GetBoundsColor_Invoke_mB6DBD846B3AB737A907D582B11C2C8F97DA87713 , __GetBoundsColor_BeginInvoke_mDBDB2B7D274C1BAAF1655A5ED0B2B42EAB6CF8C4_MetadataUsageId , __GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDF_1_0_0 , __ZN54IVRChaperone_t52491D16BC21FDE07D4C94F339CD993CF4AC068A30get_offset_of_GetBoundsColor_5Ev , _MB_Utility_GetBounds_mD21F2046BBA1811477F3D352975D51F244615D17_MetadataUsageId , __GetBoundsColor_t2E051424B366FF0F4F6A9403D362D5ABA950CDDF_il2cpp_TypeInfo_var )
  "_SampleDistanceField", referenced from:
      _Oni_SampleDistanceField_m37F0B3709B63718D6BE07E41AD83C18996C9919D in Obi2.o
     (maybe you meant: _Oni_SampleDistanceField_m37F0B3709B63718D6BE07E41AD83C18996C9919D)
  "_CreateBatch", referenced from:
      _Oni_CreateBatch_m250D2C0434255AD38321C976E1D79D3D8F310BFD in Obi2.o
     (maybe you meant: _Oni_CreateBatch_m250D2C0434255AD38321C976E1D79D3D8F310BFD)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

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  attach softbodies
Posted by: wenzy - 27-05-2019, 08:53 AM - Forum: Obi Softbody - Replies (4)

Hello, community. I have saw this link


http://obi.virtualmethodstudio.com/tutor...ments.html

It have tried the three way but that seems can't reach what I want. And is it the second and third way can't work in softbody?



Sometimes I need two attach two differernt softbodies.For example,two sphere are both obi softbody.If i make a group they don't connected.They can't act like a whole softbody.

[Image: IpN0wDf.png]
Another situation is if some objects they have different materials,then they will have seperated meshes.Like this pumpkin model i download.

[Image: 63AP3jS.png]

So if i add the obisoftbody to the mesh independently.They can't move together.
[Image: D46YxrF.png]

Do u have any suggetions?Thanks

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  Custom Shaders for Reflections / Refractions in 3D
Posted by: Josterday - 27-05-2019, 03:28 AM - Forum: Obi Fluid - Replies (3)

Implementing Obi Fluids for cinematics, where performance is not an issue.

What is the best method for adding real-time (or baked) reflections and refractions to our fluids with Deferred Rendering?

It looks like the Dielectric Fluid Shader only works in 2D space?

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  object collapse
Posted by: wenzy - 25-05-2019, 07:09 PM - Forum: Obi Softbody - Replies (2)

Hello,community. I have followed the link to generate the softbody.


http://obi.virtualmethodstudio.com/tutor...p_old.html

When I use the default mesh to generate a new one.Like the dragon.The result is good.But when I try to use some simple model from the Unity.Like the cube, the capsule or the cylinder.The object will collapse.

[Image: 2eVlnuv.png]

The half sphere part will remain the shape
[Image: Cqhz5mc.png]

And when i try another model.Sometimes the shape will be better.But still collapse~

[Image: dt7H2uY.png]

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  Help with Rope Setup (Noob)
Posted by: webjeff - 25-05-2019, 12:06 AM - Forum: Obi Rope - Replies (1)

Hi,

I'm new to Obi Rope and I'm hoping someone can help me.

What I'm trying to achieve is a rope that I can attach each side to something, one side of the rope to a fixed object and the other side to a moving object and that moving object would ideally be driven by Unity physics and once it reaches the rope extent, it pulls the object back like a real rope would (assuming it was strong enough).

Currently, I have a rope with 2 'pin constraints' to both my objects.  Now, when I move the one object the rope just stretches to infinity or I can add a break.

So, is there a way to make it not stretch and keep my moving object from moving further?

Thanks!

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  Softbody Demo missing
Posted by: agragr - 24-05-2019, 06:04 PM - Forum: Obi Softbody - Replies (3)

Hello Community. I bought the obi softbody and I am missing the demo from the Video at 0:50(https://www.youtube.com/watch?v=-qaQETsXeWA), where this creatures are colliding each other. This is exactly Im Looking for but I cant find the demo file in the asset. Enfadado

Does anybody has a link to the demo file? Or where can I find it?

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  CharacterCloth Tutorial
Posted by: pengxuan321 - 24-05-2019, 08:46 AM - Forum: Obi Cloth - No Replies

Hi!

I'm trying to simulate you CharacterCloth demo, but can't achieve the desired effect.
May I ask whether the authorities can provide relevant production Tutorial  video and explain the production process?

Thank you very much!

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  Is obi tether constrain broken?
Posted by: LCKuo - 24-05-2019, 03:15 AM - Forum: Obi Rope - Replies (2)

Hi I'm trying to make a good look rope,and I have seen the chain sample in demo scene.
Tether constrain works perfectly in the chain sample scene. I can easily clear or generate Tethers.Yellow lines are cleared and generated ,too. 
But after I click the " Initialize " button on the same GameObject ,and try to generate Tethers. It seems not working. Yellow lines arnt shown anymore.

Is there something I miss setting?

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Exclamación I want to know what is special features with your guys model
Posted by: taker - 23-05-2019, 03:02 PM - Forum: Obi Fluid - Replies (6)

Hello, I bet Obi fluid is wonderful asset I ever seen. But, I need some technical support for this issue.
I designed model from blender, and tried to import in unity and try to use it with Obi fluid.
But, for some reason even in 1000 particles game simulator stating to crash. I tried some different ways of model like making it smaller than before, or make visual mesh and collider wire individual.....But, all those ways are failed. Only except one way, which is re-model the bucket model you guys made.

And, finally It worked! It really drives me crazy. I really want to know what sort of difference are making crash or not in Obi fluid.
Plz, can you tell me why?

I will attach some models I made with blender by .blend & .fbx.

This question is not only with object models. Because, I'm trying to make some lab game. And, if environment model also need some 'special thing' with model. I need to solve that problem too.

I will eagerly waiting for answer.
Thank you for read this post.

P.S This is link for Youtube video, what's happening right now for my project. I hope this can help you with solution.
https://www.youtube.com/watch?v=yT8eAtlw...e=youtu.be

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