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Fluid Control Issues
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Solver is too performance...
Forum: Obi Rope
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Transparent fluid is flic...
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Does Obi Softbody fit for...
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was working great, then i...
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Aerodynamics for non clot...
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RopeBot - 3D Puzzle / Pla...
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How to Get Alpha Value in...
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Swinging on rope
Forum: Obi Rope
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27-05-2025, 03:11 PM
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Incompatibility with Nested Prefabs |
Posted by: herbst - 24-04-2019, 06:08 PM - Forum: Obi Rope
- Replies (3)
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It seems that Obi Rope (and probably the other systems, I haven't tried) are completely incompatible with the new Nested Prefab workflow. The only way I can manage to keep Pin Constraints / Handles intact is if they are just plain scene objects, it doesn't work from within prefabs anymore.
Any ETA on when this will work again? It's a real pain to have to work without prefabs.
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Can Obi Fluid Interact with Soft Body |
Posted by: apapaxionga - 24-04-2019, 04:02 PM - Forum: Obi Fluid
- Replies (1)
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I only brought Obi Soft Body package and Obi rope. Before I buy Obi fluid, I would like to know whether obi fluid can interact with soft body and rope. For example, sticky fluid sticks onto a soft body and the soft body's motion also will influence the behaviour of fluid.
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Character collision issue |
Posted by: howzer - 24-04-2019, 11:50 AM - Forum: Obi Cloth
- Replies (2)
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Hi I've set up obi colliders on the leg bones and have set up the character cloth using the solver at the root. However there are issues where the cloth is going through and getting stuck on the leg colliders during movement. Please take a look at this vid as its showing whats happening, thankyou-
https://youtu.be/zYMSDsEGNNI
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2D physics |
Posted by: Farzin - 24-04-2019, 08:17 AM - Forum: Obi Fluid
- Replies (3)
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Hello,
Please help me by answering these two questions.
0) How is it possible to use Obi Fluid in 2D?
1) How is it possible to spawn one water drop in 2D?
Thanks in advance.
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Networking w/ Obi Rope |
Posted by: VirtualCucumber - 23-04-2019, 05:41 AM - Forum: Obi Rope
- Replies (1)
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Was hoping I can get some advice here when it comes to syncing ropes over a network. I have a simple gif to illustrate what im talking about because they simulate fine its just when you manually adjust it.
Code: if(Input.GetMouseButton(0))
{
hands[0].invMasses[0] = 0;
}
![[Image: zxQAZnK.gif]](https://i.imgur.com/zxQAZnK.gif)
Havent done anything special to sync this so by default it shouldnt work but was wondering if anybody had solutions when it comes to networking and syncing ropes.
Im using Mirror which is very similar to UNet.
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Rope being push or pulled |
Posted by: cmontans - 22-04-2019, 08:47 PM - Forum: Obi Rope
- Replies (1)
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I have a rope which I need to know when it is being pushed or pulled or in other words to know what is the tension applied at one end of the rope.
I don't know how to start in the scripting in order to get that parameter available. Can you please support me or give me a hint?
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RGB Texture Issue |
Posted by: Kostik3000 - 20-04-2019, 08:22 PM - Forum: Obi Softbody
- Replies (4)
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We have issue with rgb texture for particles. In "import menu" texture is checked for "read/write enabled", but once we click "load propery" obiscript still says "texture is null or not readable".
What can cause this?
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Problems with the ObiRopeCursor |
Posted by: Jarlacksul - 19-04-2019, 09:20 AM - Forum: Obi Rope
- No Replies
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We have a problem with the ObiRopeCursor not working as intended. We want a long rope that can extend and decrease it's length from one end. Here is what we have tried doing. - Open up the crane scene since the behavior of the rope there matches our goals.
- Create a new fully set up rope from Scene menu (right click) → 3D Object → Obi → ObiRope(fully set up).
- Remove the solver component form the new rope and drag the already existing solver from the scene( this is for making sure we have a solver that is configured properly for this kind of rope) to the ObiRope solver field.
- In the pooled particles field of the ObiRope component set a value of 200.
Now this part if purely cosmetic if I understand correctly.- In the Mesh Renderer component in the Materials field at element 0 we assign RedRope material.
- In the ObiRopeExtrudedRenderer we change the UV Anchor to 1 the UV Y scale to 5 and we deselect the normalize V bool variable.
After we have set up our rope we click Initialize and the rope shows up on the scene.
- The next step is to add the ObiRopeCursor. With the rope set up as it is we configure the cursor normalized coord to 1 and we leave the direction bool variable enabled so the new particles of the rope instantiate from its right side(from the camera view).
- Now we go to Edit Particles and fix all of them in place except the one that is on the right edge.
- We add a simple script to change the rope length with the cursor.
public class RopeController : MonoBehaviour {
ObiRope rope;
ObiRopeCursor cursor;
// Use this for initialization
void Start ()
{
rope = GetComponent<ObiRope>();
cursor = GetComponent<ObiRopeCursor>();
}
// Update is called once per frame
void Update ()
{
if(Input.GetKey(KeyCode.W))
{
cursor.ChangeLength(rope.RestLength + 1 * Time.deltaTime);
}
else if(Input.GetKey(KeyCode.S))
{
cursor.ChangeLength(rope.RestLength - 1 * Time.deltaTime);
}
}
}
Now whenever the rope reaches near the end of its pooled particles the rope starts behaving poorly. The yellow indicator of the cursor that shows where the new particles come from starts moving backwards.
Rope at the start
[attachment=341]
Rope working as intended - take a closer look at the Pooled particles.
[attachment=342]
Rope breaking when particle pool gets low enough.
[attachment=340]
Unity Version: 2018.2.14f1
Obi Rope Version: 4.0.2
Sorry about formatting, first time posting.
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