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Setting velocity to 0
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Obi 8: what's coming up
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Correct way to update mes...
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How to make crane wire be...
Forum: Obi Rope
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  Collision query
Posted by: Kostik3000 - 19-03-2019, 10:27 AM - Forum: Obi Softbody - Replies (1)

Is there a possible way to get collision information between two softbodies that don't have a collider on them?

For example in the Ball Spawn example. They don't have colliders on them. The collisions happen because of the particles and different phases I guess. So is there a way to get those collisions by code?

Thanks in advance!

Second question regarding UI:
What is the exact process of giving particles a certain mass/phase? For now I am just clicking around not exactly knowing what I am doing. How can I read which particle has which mass/phase?

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  Obi rod is not working properly
Posted by: icl92 - 18-03-2019, 01:21 PM - Forum: Obi Rope - Replies (9)

When i try the SpringRod sample scene,the Obi rod works fine, but when i try to create a new obi rod game object and simulate the same effect it does not work. I even tried copying all the components of the Obirod game object from SpringRod sample scene and the output was not the same.

I have attached the screenshots from the unity scene  with this post.

How can i properly use the obi rod component inside Unity.

kindly waiting for the reply.



Attached Files Thumbnail(s)
   
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Pregunta Anchoring handle to particle, Custom particle editor properties, force transfer
Posted by: Zyn_X - 18-03-2019, 12:27 PM - Forum: Obi Softbody - Replies (1)

Hi,

I've been playing with the asset for the last couple of days and it's absolutely amazing. I have a couple questions though. 

1. I'm trying to make a handle follow a specific particle of another softbody. Is there another way apart from getting that particle from an array and setting handle's transform to follow it?
Even then, how would you specify which one?

2. Can other properties be added to the particle editor, apart from mass, radius, phase etc.?
I can see this becoming very useful, mainly for specifying different types of particles in script. Could be used to specify an anchor, locational damage ( comparing distance a specific particle has travelled since start) and so on. 
What would be the safest way of doing this without destroying the functionality of code?

3. What would be the safest way to transfer force from one Softbody to another and deform it respectively?

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Pregunta How to set up handles? ( Bug and import compiler error)
Posted by: Zyn_X - 17-03-2019, 04:01 PM - Forum: Obi Softbody - Replies (2)

I've been trying to properly set up handles but it seems it doesn't work properly or I'm missing something. I went through documentation but the part on handles is scarce.

Trying to set up a handle on my own meshes resulted in mesh flying around for a couple seconds before settling in place, after which softbody displays significant twiching, even if handle's not moving.

I initially tried on 2018.3 but switched to 2018.1.9f2 hoping it might work here since that's where the project was uploaded. Deleted the asset from the appdata, downloaded again, created a new project in 2018.1.9f2. Import in an empty scene also causes dozens of errors.

Apart from trying to set up my own mesh, I tested it in the PlasticSheet scene using the provided Wall asset.
I removed the pins (just in case) before reinitialising the softbody. Then I painted the particles I wanted the handle to control ( didn't matter if it was one or a hundred. Mostly I tried to paint the first row). It resulted in one of two scenarios, either twiching as explained above or an error from the start.

Code:
transform.position assign attempt for 'Wall' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Obi.ObiSoftbody:OnSolverStepEnd() (at Assets/Obi/Scripts/Actors/ObiSoftbody.cs:92)
Obi.ObiSolver:AllSolversStepEnd() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:850)
Obi.ObiArbiter:WaitForAllSolvers() (at Assets/Obi/Scripts/Solver/ObiArbiter.cs:45)
Obi.ObiSolver:WaitForAllSolvers() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:757)
Obi.ObiSolver:SimulateStep(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:662)
Obi.ObiSolver:FixedUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:839)

One more thing, I've been going over the forums searching for a fix, but ended up finding fixes for other non related problems. As another user suggested, there should be a thread or a webpage with all the known bugs and fixes so we can replace it in the code ourselves, rather than being all around different threads and even different products.

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  Cannot use SkinMap editor on Unity 2018.2.20f1
Posted by: sacb0y - 17-03-2019, 03:49 PM - Forum: Obi Cloth - Replies (2)

I'm trying to set up proxy cloth simulation, and i can't use the skin map editor. 

It loads the new scene when i click the edit button, but doesn't display UI. and if i can get the UI up it just crashes.

What can i do to resolve this? I even tried a fresh install.

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  ResetActor on torn TearableCloth?
Posted by: autopsyturvey - 17-03-2019, 12:06 PM - Forum: Obi Cloth - Replies (2)

Hi

I'm having an issue with resetting a TearableCloth after it's been torn. The result appears like the extra particles that were made in the tear are being simulated but are stuck in the centre of the actor, and attached bits of the mesh are being rendered black instead of with the correct material.

Also, if I press 'Edit particles' in the editor at this point I get:

Quote:IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiTearableClothEditor.UpdateParticleEditorInformation () (at Assets/Obi/Editor/ObiTearableClothEditor.cs:89)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:247)


I can't come up with any code that avoids the corruption and/or doesn't crash Unity, eg, initializing the Solver and re-adding the actor.

So, first question, is that something that is meant to be supported by ResetActor?

Thanks for your help

Ric

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  Can't remove ObiTetherConstraints (Script) because ObiRope etc
Posted by: ra001 - 17-03-2019, 10:41 AM - Forum: Obi Rope - Replies (1)

Hi.
I using Unity 2019.1 beta and Obi Rope v. 4.0.2

Ropes working fine, but when exit from unity play mode (in unity editor) I always get error about removing some ropes components, on all ropes. Of course I dont try remove any thing from rope gameobject.

[Image: b6d92beaf3d7124096ac8306d51867b7.png]

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  Space in obi rope with pins
Posted by: SamViolin - 16-03-2019, 07:16 AM - Forum: Obi Rope - Replies (1)

Hello, I try to make wires with connectors on both ends for VR. The user will be able to take connectors in his hands. At first, I wanted to implement using startPrefab and endPrefab, but they are impossible to interact with and move. Then I tried to implement a longer wire using "pin constraint" based on the example in the "Rocker" scene. But during кщзу initialization, there is a space between "obi rope" and GameObjects. 

I tried to fix this problem by changing the "pin constraint" position, but it did not help. Is there any way to fix this problem?


[Image: image.png]

[Image: image.png]

[Image: image.png]


[Image: image.png]
Thank You

Sam Violin.

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  iOS, Unity 2018.3.6
Posted by: Olzhas - 15-03-2019, 04:37 PM - Forum: Obi Rope - Replies (5)

Hello.
There is often crash on iOS devices after release.
Any ideas how to fix it?

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  Mesh intersection through cloth and not getting perfect simulation on character cloth
Posted by: Himanshu - 15-03-2019, 01:49 PM - Forum: Obi Cloth - Replies (10)

Hi josemendez,
I am unable to fix mesh intersection issue on runtime as you can see below in those screenshot i have uploaded
I just created custom collider on character to make it right but it doesn't work at all and not getting good physics simulation as well.
Please help me out...

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