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Obi fluid use 2D light |
Posted by: seenotevil92 - 05-06-2024, 12:38 AM - Forum: Obi Fluid
- Replies (4)
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Good afternoon.
I'm developing a 2D game.
I'm using 2D urp pipeline with obi fluid 7.
How can I get 2D light to work with obi (freedom etc)?
I tried adding a lit-sprite-shader but it didn't work.
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Performance lag when more thn 4 ropes created |
Posted by: kripa1415 - 03-06-2024, 06:48 AM - Forum: Obi Rope
- Replies (6)
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Is it possible to create a game similar to Twisted Tangled Game published by Rollic Games.
I've tried and successfully created a few levels with just 2 to 3 ropes constructed twisted using a spline tool and created rope at runtime by generating blueprints.
But the problem is Obi started to slow down when I introduced the 4th rope. Even with just 4 ropes twisted and collided, It totally stopped working even in high end devices. In that rollic game, it's not slowing down even with 40 to 50 ropes. We don't see any performance lag with either 5 or 50 ropes. How's that done ?
I tried the Ultimate rope tool, which lacks collision strength and a few other limitations too. Failed!
Then I tried creating my own rope using Dreamtek tuberenderer. Not even close to the Ultimate rope tool. Failed!.
Then tried Rope MiniKit, that's the worst of them all. No support for rope-rope collision.
So I wonder what's the possibility of at least coming close to that game ?
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ObiRodCursor |
Posted by: CaDev - 29-05-2024, 01:41 PM - Forum: Obi Rope
- Replies (7)
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I need cursor functionality for obirod like its provided for obirope to change lenghts and set minimum length, how to create to get one?
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Allocating particles at the start of the game to prevent lags on creation |
Posted by: bozdo - 28-05-2024, 02:00 PM - Forum: Obi Softbody
- Replies (1)
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In my game player is creating softbodies in runtime. Now, when it happens game lags a little. I assume its happens because at the moment of softbody creation obi solver does not have needed amount of particles and it creates new ones. Can I somehow tell obi solver to create some amount of particles at the start of the game? Im already using object pool for softbodies but even though Im instantiating some amount of softbodies at the start and releasing them but solver does not create particles for them probably because Im creating and releasing softbodies too fast. My current solution is to instantiate softbodies at the start and after 1-2 frames release those softbodies. This way solver is creating needed particles and game does not lag on creation of new softbodies
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Rope going inside table |
Posted by: balaji.v - 27-05-2024, 05:41 PM - Forum: Obi Rope
- Replies (1)
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Hi,
I have added obi collider to the table and rope. But when we pull the rope, its going inside the table. How to avoid the rope going inside the table or any other obi collider?
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[Solved] Creating a ribbon |
Posted by: Elias - 23-05-2024, 01:22 PM - Forum: Obi Rope
- Replies (4)
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Hi,
for a project I'm trying to create something akin to a ribbon, or an open conveyor belt.
It will only need to be simulated in two directions (X/Y) and it shouldn't rotate around the X-axis.
Getting it to simulate in two directions was easy, thanks to the 2D Solver setting, however the rope keeps randomly rotating around the X-axis. 'standing up'.
In another thread I read that rope particles don't have an up-vector, however they do seem to have some kind of rotational value stored, as they don't always seem to be pointing in the same direction.
Is it possible to restrict them from rotating around a specific axis? Or is there a way to disable the billboarding effect on the line renderer, to have it always face the same direction regardless of the camera?
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(Obi7) Particle renderer not working |
Posted by: NekoKOKO - 22-05-2024, 06:51 PM - Forum: Obi Cloth
- Replies (3)
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Hi team,
I'm trying to use the Obi Particle Renderer to visualize the particles using Obi7 in the Benchmark Scene, but nothing shows up there in the scene. I switched back to Obi6 and it's working as expected, so I believe this is a bug of the new plugin.
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How to solidify particles |
Posted by: Jaakk0S - 22-05-2024, 08:55 AM - Forum: Obi Rope
- Replies (4)
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Hi!
![[Image: rope-issue.png]](https://i.postimg.cc/Twvs8Sw-B/rope-issue.png)
The picture should show what I am tryng to achieve. My rope consists of two parts:
1. A static rod that is attached to the character's left hand
2. A dynamic rope that starts from the character's left hand
The rope is dynamically generated using two control points with tangent vectors, so the rope path points out from the character's hand to the correct direction. The rope attaches to the hand using a static attachment. This part works flawlessly.
However, after physics the rope is hanging towards the ground from its attachment. I would like it to be stiff in the first few particles, then loosen up, gradually, if possible. The first particles in the attachment should respect the original path direction.
How would you suggest I achieve this? Maybe adding some constraints to the first particles. I don't know how to do this, it gets complicated.
Here's the blueprint generating code.
Code: this.Blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
this.Blueprint.resolution = 0.7f;
this.Blueprint.pooledParticles = 200;
this.Blueprint.thickness = 0.04f;
this.Blueprint.path.Clear();
this.Blueprint.path.AddControlPoint(ropeHolderLocalPosition, -ropeHolderLocalPosition, ropeHolderLocalPosition, Vector3.up, 0.1f, 0.1f, 1, collidesWithEverythingFilter, Color.white, "left-hand");
this.Blueprint.path.AddControlPoint(this.ParticleRope.transform.InverseTransformPoint(this.RopeAttachment.transform.position), -hookLocalPosition, hookLocalPosition, Vector3.up, 0.1f, 0.1f, 1, collidesWithEverythingFilter, Color.white, "hook");
this.Blueprint.path.FlushEvents();
yield return this.Blueprint.Generate();
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Chain Scene not physics not working properly |
Posted by: bhanu@audichya - 21-05-2024, 01:07 PM - Forum: General
- Replies (1)
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Hello in chain scene I want to replace chain with sword instead of sphere used in scene for now I have used cubes to depict the scenario.
What is happening in current scenario is that if I move chain too fast the cube lost track and stop acting on physics always faces ground rather than facing with the direction of chain(i.e. No centrifugal force is applied on cube with respect to chain). But if moved slowly it is properly behaving with laws of physics.
Please help if there is any solution for this. BTW awesome package.
Thank you.
Here is video link for your reference.
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