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I have checked the example code on 1 of your pages, but it seemed outdated.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