Search Forums

(Advanced Search)

Latest Threads
Non destructive blueprint...
Forum: General
Last Post: Qriva0
06-03-2026, 02:40 PM
» Replies: 5
» Views: 161
How did they do with with...
Forum: Obi Cloth
Last Post: josemendez
06-03-2026, 09:04 AM
» Replies: 1
» Views: 88
Anisotropic Particle Dens...
Forum: Obi Softbody
Last Post: josemendez
03-03-2026, 08:22 AM
» Replies: 1
» Views: 151
Alternative methods to an...
Forum: Obi Softbody
Last Post: midivagrant
27-02-2026, 04:50 PM
» Replies: 2
» Views: 395
Burst job schedule overhe...
Forum: General
Last Post: Qriva0
23-02-2026, 02:23 PM
» Replies: 4
» Views: 651
Trying to make obi fluids...
Forum: Obi Fluid
Last Post: josemendez
20-02-2026, 03:55 PM
» Replies: 5
» Views: 887
VR Fishing Project
Forum: Made with Obi
Last Post: astro.domine
19-02-2026, 07:49 PM
» Replies: 0
» Views: 177
Emit rope like silly stri...
Forum: Obi Rope
Last Post: josemendez
19-02-2026, 12:01 PM
» Replies: 18
» Views: 3,341
Procedurally applying dif...
Forum: Obi Cloth
Last Post: josemendez
18-02-2026, 11:50 AM
» Replies: 1
» Views: 315
Softbody High Particle Co...
Forum: Obi Softbody
Last Post: Eritar
13-02-2026, 02:15 PM
» Replies: 6
» Views: 950

 
  Quantifying thickness of obi collider
Posted by: Richard - 14-05-2019, 04:31 PM - Forum: Obi Cloth - Replies (1)

How can I know exact size of thickness of obi collider? How can I quantify that?

Print this item

  Tying a knot
Posted by: Anoniem - 14-05-2019, 09:49 AM - Forum: Obi Rope - No Replies

I'd like to be able to tie knots with a rope. With the rope resolution set to 1, self collisions enabled and as many particle collision iterations as possible without dropping below 60fps, it still tends to go through itself. What are the optimal settings for ensuring the rope collides with itself so that a knot will stay in place, even if a bit of force is applied?

Print this item

  DllNotFoundException: libOni
Posted by: everest1986 - 14-05-2019, 09:09 AM - Forum: Obi Fluid - Replies (3)

Hey all,

I just add obi fluid asset to my project and have error: 

DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:40)

Any ideas on how to fix it?


Also on sample scenes, I don't see any particles. I am using Unity 2019.1.2f1 and work on HDRP.

Could you help me?

Print this item

Pregunta Hinge Joints Alternative?
Posted by: StudioTatsu - 13-05-2019, 06:01 PM - Forum: Obi Softbody - Replies (14)

Does softbody have a type of fixed rotation similar to unity's hinge joints?


I can't use unity's hinge joints because it requires a Connected Body (a rigidbody) to follow the transform.
https://docs.unity3d.com/Manual/class-HingeJoint.html


Basically, I'm trying to create softbody doors that can open and swing from softbody vehicles while driving. 
My vehicles are controlled by adding forces to softbodies. 
I'm not using rigidbodies at all, since the 4.1 update.
Without a connected body, the hinge joint is connected to the world and doesn't follow the vehicle.

Any help on or direction on this is greatly appreciated. Thanks.

Print this item

  Tunneling
Posted by: Richard - 13-05-2019, 12:44 PM - Forum: Obi Cloth - Replies (1)

I set spheres with obi colliders like the image, however when the tshirt drop by gravity, it tunnels the colliders. How can I fix this. I do not change size of any object.

Print this item

  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)

Print this item

  (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

Print this item

  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]

Print this item

  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.

Print this item

  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.

Print this item