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Memory Leaks?
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Yesterday, 11:16 AM
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Fluid Control Issues
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
05-06-2025, 02:54 PM
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Transparent fluid is flic...
Forum: Obi Fluid
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04-06-2025, 09:19 AM
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Does Obi Softbody fit for...
Forum: Obi Softbody
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03-06-2025, 11:57 AM
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was working great, then i...
Forum: Obi Softbody
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03-06-2025, 06:33 AM
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Aerodynamics for non clot...
Forum: General
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02-06-2025, 08:35 AM
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RopeBot - 3D Puzzle / Pla...
Forum: Made with Obi
Last Post: josemendez
29-05-2025, 07:21 AM
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How to Get Alpha Value in...
Forum: Obi Fluid
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28-05-2025, 12:38 PM
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Swinging on rope
Forum: Obi Rope
Last Post: quent_1982
27-05-2025, 03:11 PM
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Obi Cloth Jittering |
Posted by: adamjm - 13-04-2019, 03:21 PM - Forum: Obi Cloth
- Replies (3)
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Hi,
I'm trying to make a yacht sail, and am finding the cloth jitters/jerks every few seconds. Any idea what I'm doing wrong?
Here's a video of the issue: https://youtu.be/Lf0cFK4tRJg.
There's currently am ambient force zone applied perpendicular to the sail which is working correctly and making it 'bow' outwards. There's no turblence or turblence frequency applied.
The cloth is parented to a gameobject 'Boat' which moves sideways slowly using transform.position, and the sail is fixed in position using 'Fix Translation' on the 3 outer points of the triangle.
See pics here for the setup.
Any ideas?
Thanks
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A caution |
Posted by: Richard - 13-04-2019, 02:45 PM - Forum: Obi Cloth
- Replies (1)
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A caution massage is displayed:
Assets\Obi\Scripts\Actors\ObiCloth.cs(78,14): warning CS0108: 'ObiCloth.Awake()' hides inherited member 'ObiClothBase.Awake()'. Use the new keyword if hiding was intended.
What should I do?
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Problems with start and end prefabs |
Posted by: yyy-2c2p - 12-04-2019, 08:58 PM - Forum: Obi Rope
- No Replies
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Hello,
I am trying to use obi rope to make a snake, with a moveable jaw. I have created my jaw prefab with hinge joints added, and everything is working fine, until I start to try to attach it to my rope/snake.
First, I have 2 objects that make up the head. A top part, and a bottom part, connected by a hinge joint. If i have this hinge joint contraption prefabbed under another object(i.e. this object is the parent of the hinge joint prefab), then chosen as the start or end prefab for the rope it glitches all over the place and eventually disappears.
If i have the hinge joint prefab NOT parented to another object, and instead it is its own prefab, and try to attach it as the start or end prefab to the rope it is always oriented backwards. The head doesnt stick out, it sticks into the snake. I have tried moving its rotation in the prefab menu, as well as reimporting my model with a reset rotation from my 3d modeling program. but none of that seems to have any effect.
Using GetParticlePosistion(0), and moving the jaw/hinge-joint prefab at run time to that position doesn't work well either.
Am I doing anything wrong? How can I make my rope have a nice head?
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Oriented Particle Generation for Hollow Object |
Posted by: apapaxionga - 11-04-2019, 05:30 PM - Forum: Obi Softbody
- Replies (1)
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I created a 3D sphere (Unity's default sphere) and setup the softbody components for it. I found the oriented particle can not approximate the sphere's surface very well. The oriented particles are distributed on the surface the sphere mesh. Inside the sphere, no particle is generated which results in the sphere has not volume physical effect. How to solve this problem ? Is there a way to generate volumetric particle representation for surface mesh?
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NullReferenceException I do not touch |
Posted by: Richard - 11-04-2019, 03:07 PM - Forum: Obi Cloth
- No Replies
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4 errors displayed.
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.PullDataFromSolver (Obi.ParticleData data) (at Assets/Obi/Scripts/Actors/ObiActor.cs:466)
Obi.ObiActor.OnDisable () (at Assets/Obi/Scripts/Actors/ObiActor.cs:214)
Obi.ObiClothBase.OnDisable () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:148)
Obi.ObiCloth.OnDisable () (at Assets/Obi/Scripts/Actors/ObiCloth.cs:138)
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:365)
Obi.ObiCloth.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiCloth.cs:224)
Obi.ObiActor.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiActor.cs:167)
Obi.ObiClothBase.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:207)
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.PullDataFromSolver (Obi.ParticleData data) (at Assets/Obi/Scripts/Actors/ObiActor.cs:466)
Obi.ObiActor.OnDisable () (at Assets/Obi/Scripts/Actors/ObiActor.cs:214)
Obi.ObiClothBase.OnDisable () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:148)
Obi.ObiCloth.OnDisable () (at Assets/Obi/Scripts/Actors/ObiCloth.cs:138)
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:365)
Obi.ObiCloth.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiCloth.cs:224)
Obi.ObiActor.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiActor.cs:167)
Obi.ObiClothBase.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:207)
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ObiSolver goes missing on an ObiActor prefab |
Posted by: hecali_aj - 11-04-2019, 12:45 PM - Forum: Obi Softbody
- Replies (1)
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Hello,
I have several objects which share the same ObiSolver.
They are all prefabs.
I drag them onto the scene and set their ObiSolver to the one I have on the scene.
On runtime, their ObiSolver becomes None.
Is there a way to set them on runtime?
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Unity 2019.1 |
Posted by: kulcanhez - 11-04-2019, 12:21 AM - Forum: Obi Fluid
- Replies (3)
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Hello,
Since Unity 2019.1 is right around the corner I have some questions. I want to start working in a new game but I'm wondering if I should use 2019.1. How the new Unity Physics will affect Obi Fluid?
Thank you!
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How to fix the collided particle |
Posted by: apapaxionga - 10-04-2019, 11:43 PM - Forum: Obi Softbody
- Replies (1)
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I tried to set the collided particle's invmass to 0 but it explode the softbody. I did it in the following way:
Code: void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
for (int i = 0; i < e.contacts.Count; ++i)
{
if (e.contacts.Data[i].distance < 0.001f)
{
Component collider;
if (ObiCollider.idToCollider.TryGetValue(e.contacts.Data[i].other, out collider))
{
solver.invMasses[e.contacts.Data[i].particle] = 0;
}
}
}
}
What is the correct way to achieve this ?
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