| Latest Threads |
Collisions pass through m...
Forum: Obi Softbody
Last Post: TubbyCrumbles
18-10-2026, 03:21 PM
» Replies: 0
» Views: 101
|
2D URP Renderer
Forum: Obi Fluid
Last Post: josemendez
16-10-2026, 08:32 AM
» Replies: 1
» Views: 300
|
Obi 8 feature list
Forum: Announcements
Last Post: Qriva0
14-10-2026, 09:10 AM
» Replies: 5
» Views: 676
|
Null Reference exceptions...
Forum: Obi Cloth
Last Post: Qriva0
13-10-2026, 11:43 AM
» Replies: 1
» Views: 278
|
When To Add New Obi Solve...
Forum: Obi Rope
Last Post: Skotty
11-10-2026, 07:57 PM
» Replies: 0
» Views: 248
|
A Few Obi Collider Issues
Forum: Obi Rope
Last Post: Skotty
02-10-2026, 08:26 PM
» Replies: 17
» Views: 3,196
|
VR Meta Quest Lag issue
Forum: General
Last Post: kodkuce
01-10-2026, 10:25 AM
» Replies: 2
» Views: 511
|
Rope end caps
Forum: Obi Rope
Last Post: mechabit
28-09-2026, 12:20 PM
» Replies: 6
» Views: 1,316
|
[Obi Fluid 7] URP Fluid R...
Forum: Obi Fluid
Last Post: staroceanj9
24-09-2026, 07:47 PM
» Replies: 0
» Views: 426
|
Chains jitter when surfac...
Forum: Obi Rope
Last Post: josemendez
22-09-2026, 07:49 AM
» Replies: 8
» Views: 1,615
|
|
|
| Obi fluid interaction with Nvidia Flex |
|
Posted by: VirtroMark - 27-04-2019, 12:35 AM - Forum: Obi Fluid
- Replies (2)
|
 |
Hello,
We have an application that uses Nvidia Flex particle system. We wanted to check if there has been any interaction testing between Nvidia Flex (Cloth) and Obi Fluid. We're coming up with some restrictions for fluid options within Flex-only so we wanted to investigate other solutions for our fluid needs.
Thanks!
|
|
|
| Trouble with particle editing and Prefabs. - 2018.3.13f1 |
|
Posted by: jabza - 26-04-2019, 03:20 PM - Forum: Obi Cloth
- Replies (1)
|
 |
Hello,
I recently updated my project to both ObiCloth 4.1 and Unity 2018.3.
My project uses prefabs, nested prefabs and prefab variants. Whilst working with ObiCloth I have encountered a few issues regarding Obi Pins and Obi Handles.
Defining Pin constraints in the Prefab editor simply does not work. References to the Pin object are not preserved. I am forced to unpack the Prefab, modify the ObiCloth, and re-create the Prefab.
I've noticed a similar problem with Obi Handles, they do not a appear in the hierarchy when creating them.
I think the issue may be in part due to how the Prefab system recognizes objects as 'changed', as modifying many of the ObiCloth attributes does not appear to result in a 'dirtying' of the object, which may be causing some issue elsewhere?
Any support on this would be greatly appreciated.
Thanks in advance. Really impressed with the continued support and enhancement of this fantastic asset!
|
|
|
| Normal positions vs Renderable positions |
|
Posted by: tsantoro - 25-04-2019, 10:49 PM - Forum: Obi Cloth
- Replies (2)
|
 |
Hello.
We're using Obi Cloth in our VR app. There are two pieces of cloth that the user must grab and drop on the floor. So we must check if the controller is within range of a particle to grab the cloth, and if majority of the particles are on the floor.
Previously, we were checking the position of the particles by doing actor.GetParticlePositions().
If I understand correctly, that returns renderable positions, and only works appropriately if you tell the solver of the actor to RequireRenderablePositions? Otherwise those renderable positions don't move if the cloth moves. Then you can call RelinquishRenderablePositions when you're done, and the main reason for that is that renderable positions are a little expensive?
I also discovered an alternative way to do this by calling actor.PullDataFromSolver(ParticleData.POSITIONS), then the actor has a vector3 positions array of all the particles. The documentation referred to this as "normal positions".
Three questions:
- Is that more or less expensive than doing renderable positions?
- If it's less expensive, how often do you have to call PullDataFromSolver()? Every frame?
- And am I on the right track here, or is there a better way we should be checking the position of the particles?
Thank you.
|
|
|
| Killing Particles While Not Spawning New Ones |
|
Posted by: p3gamer - 25-04-2019, 08:22 AM - Forum: Obi Fluid
- Replies (1)
|
 |
To kill active particles, I've tried using emitter.KillAll( ) and I've also tried setting the emitter.life[index] to 0. The particles are removed, but then a new set of particles are created. Is there a way to kill those particles while not spawning new ones?
|
|
|
| Incompatibility with Nested Prefabs |
|
Posted by: herbst - 24-04-2019, 06:08 PM - Forum: Obi Rope
- Replies (3)
|
 |
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.
|
|
|
| Can Obi Fluid Interact with Soft Body |
|
Posted by: apapaxionga - 24-04-2019, 04:02 PM - Forum: Obi Fluid
- Replies (1)
|
 |
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.
|
|
|
| Character collision issue |
|
Posted by: howzer - 24-04-2019, 11:50 AM - Forum: Obi Cloth
- Replies (2)
|
 |
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
|
|
|
| 2D physics |
|
Posted by: Farzin - 24-04-2019, 08:17 AM - Forum: Obi Fluid
- Replies (3)
|
 |
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.
|
|
|
|