Search Forums

(Advanced Search)

Latest Threads
How to make better rope e...
Forum: Obi Rope
Last Post: Mediafarm
1 hour ago
» Replies: 0
» Views: 2
Artifacts on simulated cl...
Forum: Obi Cloth
Last Post: CptnFabulous
8 hours ago
» Replies: 2
» Views: 96
ObiFluidRendererFeature c...
Forum: General
Last Post: josemendez
9 hours ago
» Replies: 2
» Views: 56
Issues with closed loops
Forum: Obi Rope
Last Post: N_U_P
02-05-2026, 03:32 AM
» Replies: 0
» Views: 44
Stitcher breaks simulatio...
Forum: General
Last Post: Qriva0
29-04-2026, 04:03 PM
» Replies: 4
» Views: 2,848
ECS Physics/Graphics Supp...
Forum: General
Last Post: Jawsarn
27-04-2026, 09:45 PM
» Replies: 4
» Views: 496
Memory Leak - AccumulateT...
Forum: Obi Fluid
Last Post: Egate
23-04-2026, 02:09 AM
» Replies: 6
» Views: 605
Any upcoming Softbody sal...
Forum: General
Last Post: Youxi
22-04-2026, 03:19 PM
» Replies: 0
» Views: 162
Help with water in a bott...
Forum: Obi Fluid
Last Post: josemendez
21-04-2026, 08:26 AM
» Replies: 1
» Views: 256
Deleting collider invalid...
Forum: Obi Rope
Last Post: josemendez
17-04-2026, 01:29 PM
» Replies: 3
» Views: 395

 
  Particle color in simpleFluidRenderer
Posted by: anonymous - 25-03-2019, 10:54 AM - Forum: Obi Fluid - Replies (2)

Hi.

I'm trying to get a very bright green but the color rendered is much darker than the one set in the fluid material inside simpleFluidRenderer. See incl. pics below. I've tried different things but I can't find the solution. Nothing similar found on the web. What am I missing? This should be simple.



.png   colorAsked.png (Size: 28.63 KB / Downloads: 27)

.png   colorObtained.png (Size: 7.02 KB / Downloads: 27)

Print this item

  See lenght of rope
Posted by: LaurensVR - 24-03-2019, 03:06 PM - Forum: Obi Rope - Replies (2)

Hi i just bought obi rope 4 and i am experimenting it to see if i could use it for a certain gameplay idea but for this i wanted to see if it's possible ti measure the rope distance?

Print this item

  Obi rope renderer
Posted by: SamViolin - 24-03-2019, 05:48 AM - Forum: Obi Rope - Replies (2)

Hello, I encountered a problem with "obi rope". In my scene 38 wires. It gives out very little FPS. I reduced the resolution of "obi rope" and received a gain, but the problem is that there must be more than 100 wires in the scene. Are there any ways to optimize the rendering of ropes? P.S. If I reduce all parameters of "obi solver" to 1 improvement there is no noticeable performance improvement.
Is there any analogue of Rigidbody.IsSleeping in obiRope? Is it possible to find out that the obiRope is sleeping?



[Image: image.png]

Obi solver
[Image: image.png]

Rope
[Image: image.png]


Thank You


Sam Violin.

Print this item

  When use softbody. my skinned mesh messed up
Posted by: songsongsong - 23-03-2019, 04:04 PM - Forum: Obi Softbody - Replies (2)

if no softbody used ,then everything is fine.
if attach the softbody,then mesh messed up.


without softbody
[attachment=300]


with softbody
[attachment=301]

the shoulder and chest are messed up

Print this item

  Prevent extreme separation of rod from pinned object
Posted by: muromets - 22-03-2019, 10:59 PM - Forum: Obi Rope - Replies (1)

Hello there!

I have a rod object that is representing a coiled cable, currently I need to add an option to simulate "wrapping" (as shown in the image provided, a wrapping should be in the place of the two red rectangles), so i've tried adding a pin constraint to the corresponding particles along the rod and they are pinned to a sphere object, that has present the Obi Collider. 

I am able to create this sphere object and pin the corresponding particles, but when the rod object falls it begins to separate and twist until it breaks apart.

Is it possible to pin several particles to a body so that they have no separation, or at leas minimal movement present ? 

[Image: pi50qyA.png]

Print this item

  2019.1b
Posted by: webjeff - 22-03-2019, 07:39 PM - Forum: Obi Softbody - Replies (4)

Hi,

Does anyone know if Obi Softbody works in 2019.1b?  I just loaded it up and it goes wacky on me.  Verts all over, seems broken.  Can anyone confirm if this works or not in 2019.1b?

Thanks!
Jeff

Print this item

  Stock particles
Posted by: virtualHCIT - 22-03-2019, 07:38 PM - Forum: Obi Cloth - No Replies

Hello,

I'm having some issues with some particles getting pulled in a character's cape simulation. The particles that suffer this change every run but it's like something is constantly pulling them away in local space. See image attached. What could be causing this? This is using Unity 2018.3.4 and iOS target.

Print this item

  Source code license available?
Posted by: trooper - 22-03-2019, 10:20 AM - Forum: General - Replies (1)

I'm looking for a price on a source code license for your products (mainly soft body).

Over the years as we work on games that take multiple years, many assets become unsupported and we may need to make minor tweaks to get them either working again or fix a bug. There's been 2 soft body assets we were keen on that have become unsupported before we completed the project.

Print this item

  Crash when run on iOS
Posted by: Protemus - 21-03-2019, 04:57 AM - Forum: Obi Softbody - Replies (2)

I am trying to run my project on iOS.  It keeps crashing after I added an Obi Softbody into my scene.  My project ran fine before the softbody and still runs fine from within Unity.  But when exported to iOS and run it crashes every time after a couple seconds.

I wanted to ensure that nothing I was doing was causing the crash so I created a brand new project, added only the Obi softbody from the asset store.  Set the sample dragon scene as the default and exported the project to iOS.  When run on a phone I get the exact same crash every time.  It runs for a couple seconds (properly as far as I can tell) and then crashes in the same spot every time. (although once I did get it to crash in a different spot)

The crash occurs both on a standalone run on the phone AND if I run through the debugger.

The crash is a "Bad Access" and occurs within the ONI library at the call to ApplyPositionInterpolation here:

extern "C" IL2CPP_METHOD_ATTR void Oni_ApplyPositionInterpolation_m3B1DC6EDDB01EBAED38CBCD4062D222EC2245707 (intptr_t ___solver0, uint32_t ___substeps1, float ___substep_dt2, const RuntimeMethod* method)
{
typedef void (DEFAULT_CALL *PInvokeFunc) (intptr_t, uint32_t, float);

// Native function invocation
reinterpret_cast<PInvokeFunc>(ApplyPositionInterpolation)(___solver0, ___substeps1, ___substep_dt2);

}


The one other place I've seen it crash is in Oni::TaskQueue::NextTask
But I only saw that once.

Specs of the test environment:

iPhone XS Max
iOS 12.1.4
XCode Version 10.1 (10B61)

I have also attached some screenshots of the crash so you can see the call stack.

Is this a known bug?  If so, is there a patch or anything I can do to fix it?

Print this item

Pregunta Is there anything like the Backstop property for Skin Constraints, but for Softbody?
Posted by: rjGhost - 20-03-2019, 03:36 PM - Forum: Obi Softbody - Replies (1)

I need to prevent softbody particles from moving "inward", but Softbody particles don't have a Backstop property. Is there something similar I can use to fake this?

Print this item