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| See lenght of rope |
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Posted by: LaurensVR - 24-03-2019, 03:06 PM - Forum: Obi Rope
- Replies (2)
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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?
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| 2019.1b |
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Posted by: webjeff - 22-03-2019, 07:39 PM - Forum: Obi Softbody
- Replies (4)
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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
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| Stock particles |
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Posted by: virtualHCIT - 22-03-2019, 07:38 PM - Forum: Obi Cloth
- No Replies
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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.
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| Source code license available? |
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Posted by: trooper - 22-03-2019, 10:20 AM - Forum: General
- Replies (1)
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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.
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| Crash when run on iOS |
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Posted by: Protemus - 21-03-2019, 04:57 AM - Forum: Obi Softbody
- Replies (2)
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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?
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