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  can't edit particles
Posted by: CARLA - 13-05-2019, 11:54 AM - Forum: Obi Cloth - Replies (1)

Hello, 
first time using obi cloth. 
I follow the tutorials on the website. But I always get stuck after initialising my cloth. When I click on Edit Particules I just get a bunch of errors (I listed the major ones). I try with different meshes but it never worked. I have unity 2019.1 and Obi 4.1. 

__NullReferenceException: Object reference not set to an instance of an object

__The serializedObject should not be used inside OnSceneGUI or OnPreviewGUI. Use the target property directly instead. UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

__The targets array should not be used inside OnSceneGUI or OnPreviewGUI. Use the single target property instead.
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

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  (Linux Editor) - undefined symbols in libOni.so?
Posted by: m000z0rz - 13-05-2019, 05:23 AM - Forum: General - Replies (29)

I'm running into problems using Obi Ropes / Obi Fluids in the Unity Linux Editor

At first, I was just getting errors about "DllNotFoundException: libOni". After some googling and troubleshooting, I tried a few things, one of which had an interesting effect. If I edit the definition of LIBNAME in Oni.cs so that it equals "Oni" instead of "libOni", matching the value used for other Linux platforms, then I first get warning about undefined symbols in libOni.so, followed by a bunch of similar DllNotFoundExceptions.

After some more troubleshooting, though, I'm nto having luck getting any further. Could I please get some help getting this to work in the Linux Unity editor?


OS: Ubuntu 16.04.4
Unity version: Tried with two versions: 2018.4.0f1 and 2018.3.0f2 with similar results
Obi assets: Obi Ropes and Obi Fluids, both downloaded today from the Asset Store (version 4.1)
Error messages when opening Unity (to the Electric Wires sample scene, though other sample scenes have similar result)

About 56 of the following warning, coming from various places:
Plugins: Couldn't open Assets/Obi/Plugins/x86_64/libOni.so, error: Assets/Obi/Plugins/x86_64/libOni.so: undefined symbol: _ZN3Oni23FrictionConstraintGroupC1EPNS_24CollisionConstraintGroupEPNS_6SolverE
Obi.ObiBatchedConstraints:Enable() (at Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs:71)
Obi.ObiBatchedConstraints:OnEnable() (at Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs:127)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

About 137 of the following error, coming from various places:
DllNotFoundException: Oni
Obi.ObiConstraintBatch.Enable () (at Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs:132)
Obi.ObiBatchedConstraints.Enable () (at Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs:71)
Obi.ObiBatchedConstraints.OnEnable () (at Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs:127)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)



Some things I've tried so far:
- Confirmed it works as expect on my Windows machine
- Tried using a fresh project with nothing but Obi Ropes imported, got same warning and errors
- Tried setting LIBNAME in Oni.cs to be "Oni" (#if UNITY_EDITOR_LINUX). Without this, LIBNAME was libOni, and I only got the DllNotFoundException errors; when set to "Oni", I get a combination of the warnings and errors.
- After seeing this thread: http://obi.virtualmethodstudio.com/forum...nux+editor
      I tried moving libOni.so to the folder described (changing only for my installed Unity Editor version), but that didn't seem to have an effect
- Tried editing my .bashrc to extend LD_LIBRARY_PATH with the path of my project/Assets/Obi/Plugins/x86_64, this may have been part of getting to the warnings above, not sure

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  Obi Softbodies not working in unity 2019.1.2f1
Posted by: wixar172 - 12-05-2019, 11:34 AM - Forum: Obi Softbody - Replies (2)

Hello,
i just bought obi softbodies and its not working meshes break up at the seams, the barrels don't dent, etc...
images would explain it better than i can, find them attached
[attachment=353]
[attachment=354]
[attachment=355]

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  Low-level getters/setters changed signatures
Posted by: Anoniem - 10-05-2019, 10:19 AM - Forum: General - Replies (3)

Hello,

I'd like to manipulate individual particles (of a rope in this case). According to the manual and several forum posts, the Oni.GetParticlePositions/SetParticlePositions/GetParticleVelocities/SetParticleVelocities functions take 4 parameters. In my version (4.1 I think?), they take only two: the solver and a positions IntPtr.

[Image: gb8T4tT.png]

I can't find any reference to this however, and I'd like to know how to pass the positions with this new function signature.

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  Changing Num Particles in Runtime Stops Emission
Posted by: Komsur - 10-05-2019, 10:16 AM - Forum: Obi Fluid - Replies (6)

Hi,

I'm experimenting with changing the Num Particles field during run time, this causes the Active Particles to be set to 0, and all emission stops and the Editor needs a restart.

Any ideas?

Thanks.

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  How to move a fluid without a container?
Posted by: MokhovDmitry - 10-05-2019, 09:28 AM - Forum: Obi Fluid - Replies (4)

Hello again. Can you explain, how I can move the fluid without container-object with ObiColliders as it's done in FaucetAndBucket scene?

As I see, I can move it with the Solver, with enabled "Simulate in Local space", but then all the fluids generated by ObiEmmiter will move. All I want is to move a particular puddle and merge it with other puddles

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  Candy Dispenser pre-filled with solid particles when playing?
Posted by: blogsabout - 10-05-2019, 09:19 AM - Forum: Obi Fluid - Replies (1)

Hello Obi'ers!   Sonrisa

I'm making a serious of dispensers with "candy" that needs to be filled with particles when the project starts.
And then when interacting, a "door" will open and some of it will fall down a tube onto a cake.
How do I pre-spawn the dispensers with particles, so it's already full from the when the game starts?

Thanks for this wonderful plugin  Gran sonrisa

Cheers, Dan

PS. Will Obi Cloth or Softbody be a solution if I want to have some "pancakes" thrown in the air and spin and will "bend"?

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  Attaching a child gameobject to a gameobject pinned to a rope
Posted by: nigelkennington - 09-05-2019, 03:48 PM - Forum: Obi Rope - Replies (3)

Hi,

I have a crane with a hook pinned to two obiropes. That's working fine, but I'm having a real problem when the crane hook "picks up" a different game object. If the game starts with the hook parented to a gameobject, everything is fine:

[Image: SA7eNMC.gif]

but if I use the script to parent it while the game is running it behaves very oddly:

[Image: qWBEDmU.gif]

Any idea what I am doing wrong?

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  The Edit particles Don't Work
Posted by: MaxCh330 - 08-05-2019, 09:16 AM - Forum: Obi Cloth - Replies (1)

In the simple scene, it work but in my own scene it don't work


IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiParticleActorEditor.DrawParticles () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:384)
Obi.ObiClothEditor.DrawActorInfo () (at Assets/Obi/Editor/ObiClothEditor.cs:139)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:256)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2836)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2125)
UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1986)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent () (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:412)
UnityEngine.Experimental.UIElements.ImmediateStylePainter.DrawImmediate (System.Action callback) (at C:/buildslave/unity/build/Modules/UIElements/ImmediateStylePainter.cs:113)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoRepaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:98)
UnityEngine.Experimental.UIElements.VisualElement.Repaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/VisualElement.cs:862)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:310)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTreeChildren (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect textureClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:328)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:314)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:35)
UnityEngine.Experimental.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:70)
UnityEngine.Experimental.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:507)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:230)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

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  Changing material on FluidVisocity samle?
Posted by: blogsabout - 08-05-2019, 09:05 AM - Forum: Obi Fluid - Replies (2)

Hello there

Thanks for this awesome tool!  Interesante
I'm having SO much fun with Obi Fluid and have made some "jam" running down a cake for a project, using the FluidViscocity sample
scene as foundation. Works like a charm.  Gran sonrisa
However, I was trying to change the same the material to a "chocolate" (basically just a brown non-transparent material), but I can't seem to 
change the whole shader, so when i change the color, it keeps the same shader, but just the color change.
How can I get add a standard shader instead?
As default the emitter has a lifespan as 10 seconds - and then loops again - where is the loop time being set and where can I change it?



Any direction would be much appreciated.

Cheers, 
Dan

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