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Chains jitter when surfac...
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| The Edit particles Don't Work |
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Posted by: MaxCh330 - 08-05-2019, 09:16 AM - Forum: Obi Cloth
- Replies (1)
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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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| ObiSofbody problems in runtime with separate solver and initialized state |
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Posted by: mmortall - 07-05-2019, 06:37 PM - Forum: Obi Softbody
- Replies (2)
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Hello
I am working with ObiCloth before but I wanted to switch to ObiSofbody. But it is not possible due to several critical programs and missing functionality.
1. I am not able to get it work in runtime when I have Solver separately. It seems like ObiSofbody required to have solver attached to it when it is instantiated. Because when I assign it later simulation is not working as it should. Looks like Skinner stop working.
In my application, I use lots of soft-bodies with just one solver as a prefab and I assign it in runtime for object I want to simulate.
I've reproduces it on test scene (with blue Balls)
2. I also not able to get it work when ObiSofbody is not in initialized state in prefab. And I have problems with creating prefabs with Initializing state. This is not working in prefabs preview mode (Unity 2018.3 or later). So I do initialization in runtime by using GeneratePhysicRepresentationForMesh() and it is not working for ObiSoftbody but working great with ObiCloth.
3. It looks like ObiSofbody and ObiSofbodySkinner are know about each other in Awake method. I expect a problems with it because Unity is not guarantie Awake method calling order.
So what I need:
- Allow me to setup ObiSofbody with external Solver, Initlize it, change it fields ect. And then when I am done I can call AddToSolver to get it simulated. This is currently not working.
Thanks
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| Pin Constraints break at runtime when pinned object is enabled/disabled |
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Posted by: herbst - 07-05-2019, 02:34 PM - Forum: Obi Rope
- No Replies
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I have a rope that is set up with Pin Constraints to a Unity Rigidbody + ObiRigidbody + ObiCollider.
That works as intended, the rope pulls the Unity body and vice versa.
However, as soon as I disable the pinned object and enable it again, the Pin Constraint stops working - the rope is still attached to the object, but the object does not move according to physics anymore (behaves as if it would be kinematic). Both isKinematic (on the rigidbody) and kinematicForParticles is turned off, obviously.
Am I missing something? Is there a call to "wake up" the Pin Constraint?
EDIT: it seems enabling/disabling alone doesn't cause the bug, still trying to investigate. It does happen every single time in my case, so the question on how to recover a broken Pin Constraint at runtime still holds.
EDIT 2: the bug is caused by parenting the Unity object to another object in a different scene, then parenting it back into the original scene. Note that "regular" scripts just keep their referenced object even if it is in another scene.
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| Creating rope at runtime looks unprofessional because of coroutines. How to fix? |
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Posted by: yyy-2c2p - 06-05-2019, 06:35 PM - Forum: Obi Rope
- Replies (4)
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Hello, really enjoying Obi Rope so far, but have run into a couple of issues. Im in the final steps of releasing my game, and needs to work some of these out before launch.
In my game I have a save system that counts how many ropes were in the room before you left, then when you come back it loads all those ropes back into the room. My problem with this is that the only documentation I found for creating ropes uses coroutines, and this makes spawning all weird. Instead of being instantiated all at once the ropes are spawned one after another, then it takes some time for them to gain the variables that I have given them, such as their length, they also take time to attach the start and end prefabs and be affected by physics. It can be a solid couple of seconds after i start the game until the ropes are done doing their thing, and it looks super weird and un-professional the entire time.
How can I fix this? Is there a way to create snakes without coroutines?
Here is my code
Code: public IEnumerator makinSnakesLoop(int totalSnake){
for(int x =0; x<totalSnake; x++){
GameObject gg = Instantiate(snake, Vector3.zero, Quaternion.identity);
yield return gg.GetComponent<ObiRope>().StartCoroutine(gg.GetComponent<ObiRope>().GeneratePhysicRepresentationForMesh());
gg.GetComponent<ObiRope>().AddToSolver(null);
gg.GetComponent<length>().length2 = newController.ss.lengths[x];
gg.GetComponent<length>().exp = newController.ss.exp[x];
gg.GetComponent<length>().goal = newController.ss.goals[x];
}
}
Thank you.
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| How to make a self-collecting growing blob? |
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Posted by: MokhovDmitry - 06-05-2019, 11:10 AM - Forum: Obi Fluid
- Replies (6)
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What I mean: I need to control the Blob, that rolls around the map and grows up in size everytime it absorbing other blobs. Time to time the Blob will meet on the way obstacles, that makes him to fall apart, but after passing the obstacles, all its parts should come together again in one big blob. Yeah, like "Liquid metal" did in "Terminator 2"
So, I need some advices from developers: how would you implement this mechanic using your asset?
For this moment, it looks like: https://gyazo.com/60a6610a9cee40d976cf6149f7b6b6bc
Settings of emitter and solver in attachments
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| Obi Cloth Proxy - Target moves twice the distance? |
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Posted by: DemeterDKD - 05-05-2019, 11:25 PM - Forum: Obi Cloth
- Replies (1)
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If the video works
https://drive.google.com/open?id=1Eoy2aP...Uv39phQzge
I feel like I have a decent grasp of how the Obi Cloth Proxy system works but Im having a strange problem. My character has root motion and walks forward, but when I hit play, my TARGET mesh moves forward twice the distance as my root motion, getting farther and farther away. Here's my steps 'also included in video'
Hair cloth mesh - Low Poly Hair
Virginia mesh - High Poly Hair
1 - generate obi mesh on LP Hair
2 - generate obi mesh on HQ hair
3 - create triangle skin map "did a super fast fill and bind all for video sake"
4 - added obi cloth onto LP Hair
5 -- added Solver w/ simulate local space ON
6 -- Generated Tether on LP Hair
7 - Added Obi Proxy on HQ Hair with LP Hair Particle Proxy, skin map, Target topology
8 - Done
When I hit play the HQ hair is bound with the expected movement, but again the HQ hair just MOVES FORWARD twice the distance.
Another thing to note within the animator, I turned OFF Apply Root Motion, and the HQ binds perfectly... but only when I turn it ON, it breaks
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