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Gran sonrisa Per Particle Coloration
Posted by: romainD - 08-04-2019, 03:25 PM - Forum: Obi Rope - Replies (2)

Hi guy's,

I'm a AR/VR developer for industrial applications.
We bought ObiRope 4.0.

i would like to highlight a touched particle with a Controller.
I see in patchNote 3.3, exactly what I want in thread :  Per Particle Color & Thickness.
http://blog.virtualmethodstudio.com/2018...whats-new/

Is there an example of per particle scripting coloration ? 

Thanks.

BTW : Really nice package !

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Exclamación RegenerateRestPositions strange code
Posted by: Teolog - 08-04-2019, 12:02 PM - Forum: Obi Rope - Replies (3)

Here original code from ObiRope
public override void RegenerateRestPositions(){

            var distanceBatch = DistanceConstraints.GetFirstBatch();
            if (distanceBatch.ConstraintCount > 0)
            {
                // Iterate trough all distance constraints in order:
                int particle = -1;
                int lastParticle = -1;
                float accumulatedDistance = 0;
                for (int i = 0; i < distanceBatch.ConstraintCount; ++i)
                {
                    if (i == 0)
                    {
                        lastParticle = particle = distanceBatch.springIndices[i * 2];
                        restPositions[particle] = new Vector4(0, 0, 0, 1);
                    }
                    accumulatedDistance += Mathf.Min(interParticleDistance, principalRadii[particle][0],principalRadii[lastParticle][0]);
                    particle = distanceBatch.springIndices[i * 2 + 1];
                    restPositions[particle] = Vector3.right * accumulatedDistance;
                    restPositions[particle][3] = 1; // activate rest position
                }
            }

            PushDataToSolver(ParticleData.REST_POSITIONS);
        }
First: this code generate (distanceBatch.ConstraintCount-1) float[3] arrays while Mathf.Min function, this makes unity garbage collector crazy.
Second: lastParticle  newer updated in cycle, this result in accumulatedDistance sum of distances from rope start to current point, not from previous to current point.
So finally accumulatedDistance  contains not total rope length but (distanceBatch.ConstraintCount-1)*ropeLength/2.
Are you sure that is right, because this is strange.
This is my implementation
public override void RegenerateRestPositions(){
            ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch();
            if (distanceBatch.ConstraintCount > 0)
            {
                Vector3 right=Vector3.right;
                // Iterate trough all distance constraints in order:
                int lastParticle = distanceBatch.springIndices[0];
                float accumulatedDistance = 0;
                restPositions[0] = new Vector4(0, 0, 0, 1);
                for (int i = 0; i < distanceBatch.ConstraintCount; ++i)
                {
                    int particle = distanceBatch.springIndices[i * 2 + 1];
                    accumulatedDistance += Mathf.Min(interParticleDistance, Math.Min(principalRadii[particle][0],principalRadii[lastParticle][0]));
                    var ditanceoffset = right * accumulatedDistance;
                    restPositions[particle] =new Vector4(ditanceoffset.x,ditanceoffset.y,ditanceoffset.z,1);
                    lastParticle = particle;
                }
                PushDataToSolver(ParticleData.REST_POSITIONS);
            }
        }

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  Constant, Random Unity Freezing/Hanging Indefinitely
Posted by: slumberface - 08-04-2019, 09:57 AM - Forum: Obi Cloth - Replies (4)

I have a scene setup with 2 Obi Cloth objects that are simple flags blowing in the wind. These meshes have 72 vertices/particles, and have volume (they are not planes). These flags are pinned to a post with a obi collider, and a second invisible obi collider with a rigidbody acts as a collider to keep them from passing through the post (it is wider to compensate for there being so few vertices). They each have their own solver.

The performance is great, but I keep running into Unity freezing abruptly, both in editor and build. Sometimes the freeze happens very quickly, and sometimes it takes a long time, but it seems like if I let the simulation run long enough it will inevitably happen.

Any idea how I can go about troubleshooting this?
Unity Version 2018.3.5f1



Attached Files Thumbnail(s)
   
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  Mesh stuck into wall
Posted by: aphixe - 08-04-2019, 05:47 AM - Forum: Obi Softbody - Replies (2)

Any thing to combat meshes getting stuck into walls?

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  Not working 2018.3.11f1 just bought, new project[solved]
Posted by: aphixe - 07-04-2019, 10:43 PM - Forum: Obi Softbody - Replies (2)

Hello, I just bought this imported in a brand new Unity 2018.3.11f1 project. No other items imported. and i see a bunch of DllnotfoundException errors.



DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)

DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:27)

and these too

DllNotFoundException: $

Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:32)

DllNotFoundException: $

Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)

DllNotFoundException: $
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
UnityEditorInternal.InternalEditorUtility:GetGameObjectInstanceIDFromComponent(Int32)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)




the list has around 70 errors.


Just checked the forums, I see to restart unity. seems to fix it

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  rotation constraint?
Posted by: avatech - 07-04-2019, 06:59 AM - Forum: Obi Softbody - No Replies

Right now, when I rotate the game object (45 degrees) then I press Play, the physics tries to return to its original rotation. Like in this GIF:

[Image: giphy.gif]

I don't want this. Anyone can give me clue how to set the softbody return to original shape while IGNORING its current rotation? I want it to stay at 45 degrees.

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  Weird behavior between Softbodies and Rigidbodies
Posted by: Waksra - 05-04-2019, 05:34 PM - Forum: Obi Softbody - Replies (2)

Just got this asset and it's awesome!

I've been running into some weird behavior though between Softbodies and Rigidbodies.
The scene has one Softbody ball and a Rigidbody cube standing on a plane, the ball lands on the cube normally, but after a little while it starts to slowly slide in one direction, no rotation. On the plane the ball acts as expected.
[attachment=315]
This is the scene setup I have, the ball was originally in the center of the cube. It's not rotating, only tilted to that side while sliding. Worth noting that it's also accelerating.

I'm very new to this asset, so I could very well be doing something wrong, so I'll include all my component values.

[attachment=316]
The ball.

   
The cube.

   
The solver.

Thanks in advance for any insight.
Cheers!

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  collision with mesh collider
Posted by: Richard - 05-04-2019, 05:18 AM - Forum: Obi Cloth - Replies (7)

Obi cloth cannot collide with obi collider from mesh collider. Why is this happened? I tried obi collider from sphere collider, but it has no problem.

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  Using with 2017.4.15f1 possible?
Posted by: thegreenhell - 05-04-2019, 01:28 AM - Forum: Obi Softbody - Replies (1)

My question is pretty simple.  Is it possible to make this asset work with 2017.4.15f1?  This is the version of Unity currently in use by the program I'd like to use the plugin for.  If possible, I'd be more than happy to make a purchase.  Otherwise, my search to replace the plugin I currently use (Dynamic Bone) will continue.  Thank you for your time.
-GreenHell

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  collision of things
Posted by: Richard - 04-04-2019, 02:53 PM - Forum: Obi Cloth - Replies (1)

I tried to crash the sphere to obi cloth and change the shape. Is it not enough set up? I used add force for crashing but it does not change shape of obi cloth.

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