| Latest Threads |
A Few Obi Collider Issues
Forum: Obi Rope
Last Post: josemendez
5 hours ago
» Replies: 8
» Views: 243
|
Chains jitter when surfac...
Forum: Obi Rope
Last Post: josemendez
22-09-2026, 07:49 AM
» Replies: 8
» Views: 238
|
Rope end caps
Forum: Obi Rope
Last Post: josemendez
22-09-2026, 07:40 AM
» Replies: 3
» Views: 147
|
Rope Save Load
Forum: Obi Rope
Last Post: josemendez
22-09-2026, 07:36 AM
» Replies: 10
» Views: 263
|
Suspending Long Rope
Forum: Obi Rope
Last Post: josemendez
21-09-2026, 07:35 AM
» Replies: 3
» Views: 168
|
Rope Sway in Wind
Forum: Obi Rope
Last Post: josemendez
20-09-2026, 08:18 AM
» Replies: 1
» Views: 121
|
Weightless Rope
Forum: Obi Rope
Last Post: Caleb1534
18-09-2026, 06:28 PM
» Replies: 2
» Views: 156
|
ECS Physics/Graphics Supp...
Forum: General
Last Post: Jawsarn
14-09-2026, 11:06 PM
» Replies: 24
» Views: 7,878
|
Expose DynamicRenderBatch...
Forum: Obi Cloth
Last Post: Jawsarn
10-09-2026, 10:30 AM
» Replies: 5
» Views: 473
|
What is the purpose of se...
Forum: Obi Fluid
Last Post: Nessie
10-09-2026, 12:20 AM
» Replies: 0
» Views: 161
|
|
|
| Tearing Cloth manually with ParticleInActor.indexInActor... |
|
Posted by: jabza - 23-06-2019, 09:02 PM - Forum: Obi Cloth
- Replies (1)
|
 |
Hey,
I am seeing some issues trying to manually 'Tear()' a ObiTearableCloth, upon detecting a collision via the ObiSolver OnCollision event.
I'm using the following method:
Code: private void HandleSailCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e) {
foreach(Oni.Contact contact in e.contacts) {
if(contact.distance < 0.01) {
Collider collider = ObiColliderBase.idToCollider[contact.other] as Collider;
ObiSolver.ParticleInActor pa = sail.Solver.particleToActor[contact.particle];
if(collider.tag == "Projectile" && pa.actor == sail) {
(sail as ObiTearableCloth).Tear(pa.indexInActor);
break;
}
}
}
}
This works, and Tear() is called with a valid particle index (I've also confirmed this is the index I'd expect, based on the collision - center of the Mesh), however the Tare() call fails. 
I can confirm the Logic flows through the following code, and that the particle to be Torn has invMass > 0. It is the following 'Oni' call - TearDeformableMeshAtVertex, that appears to be rejecting my Tear request (both calls to it return false). I'm not really sure on the inner workings of this, perhaps it is to do with 'updatedHalfEdges'?
Code: if (invMasses[splitIndex] == 0 ||
!Oni.TearDeformableMeshAtVertex(deformableMesh,splitIndex,ref v1,ref normal,updatedHalfEdges,ref numUpdatedHalfEdges))
{
// Try to split the other particle:
int aux = splitIndex;
splitIndex = intactIndex;
intactIndex = aux;
v1 = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.positions[particleIndices[splitIndex]]);
v2 = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.positions[particleIndices[intactIndex]]);
normal = (v2-v1).normalized;
if (invMasses[splitIndex] == 0 ||
!Oni.TearDeformableMeshAtVertex(deformableMesh,splitIndex,ref v1,ref normal,updatedHalfEdges,ref numUpdatedHalfEdges))
return;
}
For context I am using a local space solver with world space ObiColliders.
My ObiTareableCloth has the following settings:
![[Image: 888IDhw.png]](https://i.imgur.com/888IDhw.png)
(I've set tearRate to 0, to ensure no 'miss-firings' and so Tears only happen when I explicitly call it)
Thanks again for the support, much appreacited!
|
|
|
| Obi Fluid 2D - Flipping Camera Horizontal Axis |
|
Posted by: docgonzzo - 22-06-2019, 01:55 AM - Forum: Obi Fluid
- Replies (1)
|
 |
Greetings! 
I wanted to implement a "Camera Flip" mode where left is right and right is left etc. but the controls remain the same
Below is what I ended up with. It gets attached to the main camera.
Everything still works and looks fine, except the 2D fluid is now invisible.
Hoping to get some hints on where i'm going wrong.
Thanks!
Code: //attached to MainCamera
public bool flipHorizontal; //toggle me on/off
void OnPreCull()
{
camera.ResetWorldToCameraMatrix();
camera.ResetProjectionMatrix();
Vector3 scale = new Vector3(flipHorizontal ? -1 : 1, 1, 1);
camera.projectionMatrix = camera.projectionMatrix * Matrix4x4.Scale(scale);
}
void OnPreRender()
{
GL.invertCulling = flipHorizontal;
}
void OnPostRender()
{
GL.invertCulling = false;
}
|
|
|
FishingRod and SmoothCursor? |
|
Posted by: ayoci - 21-06-2019, 03:49 PM - Forum: Obi Rope
- Replies (1)
|
 |
hi.
Obi Rods suitable for FishingRods(bending, custom 3d model)?
And
I'm calculating the rope stretch with:
Code: stretch = rope.CalculateLength() - rope.RestLength;
if 0 or negative the rope not stretched, but if i use
Code: cursor.ChangeLength(rope.RestLength + hookExtendRetractSpeed * 15 * Time.deltaTime);
I want to simulate the opened reel when stretch > 0
My Stretch value goes extremely high. my default stretch when i'm moving with the rod 0.1-0.2 but if i use Cursor this value goes between: 0.8-!!16!! and my rope breaks instant. I'm using it wrong? Or ObiRope has smoothCursor?
|
|
|
| Rod in Rigidbody |
|
Posted by: Evgenius - 21-06-2019, 08:59 AM - Forum: Obi Rope
- Replies (6)
|
 |
Hello again!
If I add Gameobject of rod as a child to gameobject with rigidbody, it (object with rigidbody) flies away and jumps around. Why is that and how could it be fixed? (Collisions in solver are disabled and rod don't even touch anything)
|
|
|
| Kitepower simulation |
|
Posted by: kitepower - 21-06-2019, 08:49 AM - Forum: Obi Rope
- No Replies
|
 |
Hello,
we from Kitepower.nl need help with implementing a dynamic kite simulation in unity using obi rope or filo.
If you are interested please write to jobs@kitepower.nl
Cheers
Johannes
|
|
|
| Small chain |
|
Posted by: Evgenius - 21-06-2019, 08:32 AM - Forum: Obi Rope
- Replies (1)
|
 |
Hello!
I need to make a small chain ~30cm, with small links. I used default chain links from sample scenes, but if I scale links or chain itself, the gap between the links appears, like there's a missing link. Resolution set to 1.
|
|
|
| ObiCloth compatibility with 2019.1 and above |
|
Posted by: josemendez - 20-06-2019, 10:08 AM - Forum: Announcements
- Replies (32)
|
 |
Hi all,
Some of you have been having issues running the CharacterCloth sample scene from ObiCloth in Unity 2019.1 or above. Specifically, Unity spews out the error "Bone weights do not match bones" when running the scene. All other Obi assets are unaffected by this.
Since reports were inconsistent at first (some users got it to run, some others didn't), it took some time for us to get to the bottom of the issue. However the rabbit hole went much deeper than we expected.
Technical explanation ahead, scroll to the end of the message to see what we're doing to fix it.
The culprit is a seemingly innocent (and undocumented, afaik) change in 2019.1 : SkinnedMeshRenderers no longer accept an empty bone weight array.
In 2018.x we were setting the weights array to null in order to deactivate the built-in skinning, then handing over the mesh to our own library to perform custom skinning/simulation blending. Thing is, this is no longer possible and results in Unity throwing an error. We've asked if this was an intentional change and it is, so they're not changing it back to the way it was. Passing a full array with all weights set to zero does not work either, as they now enforce all weights summing up to 1. Long story short, we have to rewrite most of our system from scratch to separate bone skinning (which would be done by Unity) and simulation, then blend them together somehow.
On top of that, we switched the asset store version information to reflect that ObiCloth is not compatible with 2019.x (they let you specify compatibility per-version). However due to a bug (feature?) in the asset store, it only shows "2018.1 or higher". So we've added a warning in the asset description stating that for the time being ObiCloth is only fully compatible with 2018.1 - 2019.0, but it hasn't been approved yet so people are still downloading it for >=2019.1.
End of technical explanation
All in all, this has been a pretty disastrous event for us and we're working as fast as we can to fix it. We honestly expect Obi to come out the other side better, faster and easier to use than ever. While we work to make this happen, please accept our deepest apologies. We will write a blog post shortly to give you a heads-up on the development process.
To try to amend the damage caused, we're accepting refund requests from anyone that purchased ObiCloth after April 16th, the day Unity 2019.1 was released.If this is your case, please let us know by writing to support(at)virtualmethodstudio.com and stating your Invoice Number (found in the .pdf invoice sent by the store upon purchasing).
kind regards,
|
|
|
| generate rope based on collision |
|
Posted by: h00man - 19-06-2019, 02:07 PM - Forum: Obi Rope
- Replies (2)
|
 |
hi, i was wondering if there was any way to generate a rope at run time between my gun and for example a wall when i hit it?
if i hit a wall object with rigidbody bullets ,is there any way to create a rope between the point of collision and my gun model?
thanks.
|
|
|
|