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the Obi cloth has some co...
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  Build error when compiling to WebGL
Posted by: khos85 - 17-01-2019, 07:56 PM - Forum: Obi Rope - Replies (2)

Hi,

Why am I seeing this:

Failed running "D:\Unity2017.4.10f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" "D:\Unity2017.4.10f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc" @"C:\Users\Game\Assets\..\Temp\emcc_arguments.resp"

stdout:
stderr:ERROR:root:C:\Users\Game\Assets\Obi\Plugins\iOS\libOni.a: Unknown format, not a static library!
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

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  Positions Saving & Loading
Posted by: Loki_Priest - 16-01-2019, 05:03 AM - Forum: Obi Cloth - Replies (2)

Hello.

I need to save disposed positions of particles (or vertices) after closing the game and to load them when I start the game.
I managed to write actor's positions and obiCloth's meshVertices arrays to XML files and to read them.

But I faced with two problems:
1) It's ok to SetParticlePositions using the values from the file; but it was not possible to get changed positions of particles (I mean the position[] array doesn't change, however the real picture is ok while deforming the object). Maybe it's necessary to RequireRenderablePosition (or/and PullDataFromSolver), isn't it?
2) On the other hand, values of meshVertices array change when I deform the mesh, but I have no luck in changing them manually with the values from the XML file (I mean the clothMesh from ObiClothBase class).

Maybe I missed something important?

For clarity, here is an example of what I need:
1) I start my game with a ball.
[attachment=215]

2) Then I deform it (via the "finger" collider), save it, and quit the game.
[attachment=217]

3) When I open the game again I am to see the second picture.

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  Rope length in float
Posted by: ayoci - 15-01-2019, 04:37 AM - Forum: Obi Rope - Replies (2)

Hey, there is any way to get rope length in public float in Update()? 

I tried some trick with pooled particles, totalparticles  but i don't know what can i do. :/ I need the length only for display in "m". 

Thanks for help. Sonrisa

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  Build errors with latest Unity
Posted by: Bluerex - 14-01-2019, 06:39 PM - Forum: Obi Rope - Replies (4)

Hi,

With the current asset store version of Obi Rope, I get build errors. I created a new, empty project, imported Obi Rope, then opened the solution and did a build, and I get the following errors:


Code:
Error    CS0308    The non-generic type 'Queue' cannot be used with type arguments    Test    F:\Unit Projects\Test\Assets\Obi\Scripts\Actors\ObiBone.cs    104  
Error    CS0246    The type or namespace name 'Stopwatch' could not be found (are you missing a using directive or an assembly reference?)    Test    F:\Unit Projects\Test\Assets\Obi\Scripts\Coroutines\CoroutineJob.cs    93   
Error    CS0006    Metadata file 'F:\Unit Projects\Test\Temp\UnityVS_bin\Debug\Assembly-CSharp.dll' could not be found    Test.Editor    F:\Unit Projects\Test\CSC    1    Active

Any tips on how to fix this?

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  Obi Rope doesn't render after Scene restart
Posted by: CommonFruit - 11-01-2019, 08:21 PM - Forum: Obi Rope - Replies (4)

Hi,

I'm having an issue where one of my Obi Ropes doesn't render after restarting my scene. The first time I run my game the rope renders correctly. After restarting my scene using "SceneManager.LoadScene(SceneManager.GetActiveScene().name);" my rope still exists in the correct place but it just doesn't render. If i use "Edit Particles" in scene view I can see the particles of my rope are still in the correct place. This is the only rope affected in my scene. I have other ropes in my scene that are unaffected by this issue. 

I should note that I'm creating this rope at runtime using a modified version of the hookshot class that comes with the obi rope asset. The strange part is that the rope is being created correctly and everything is 100% functional except for the fact that on reload the rope is invisible.

Here's a picture showing before and after the scene restart:

[Image: ATVVGaa.png]
[Image: L1tgLJt.png]

Any hints on why this could be happening would be appreciated. I'll keep investigating in the mean time.

Thanks,
Logan

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  T-Shirt Max Particles
Posted by: Gabe Tomsen - 11-01-2019, 01:24 AM - Forum: Obi Cloth - Replies (1)

Hi,

I´m trying use Obi Cloth with a mesh but I had to set de Max Particles number to 6544. Unfortunately, the scene became very slow and unresponsive.  Any ideas?

Thanks in advance

all the best

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  Loose clothing sticks together
Posted by: aelbannan - 10-01-2019, 08:19 PM - Forum: Obi Cloth - Replies (2)

Hi again,

I am having trouble with making very large clothing look normal. It seems like it is "sticking together", as seen below. Any way to make the shown clothing act more natural and not stick together?

[Image: cloth1.png]

[Image: cloth2.png]

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  Android ARM64
Posted by: ickydime - 09-01-2019, 07:26 PM - Forum: Obi Cloth - Replies (3)

Since UWP is not supported I can't build to the Hololens. Instead I figured I'd try Magic Leap, given you support Android.   Unfortunately, when I deploy using armeabi-v7a, the app throws errors saying libOni is x86 and needs to be x64.

Would it be possible to get a x64 bit of the Android .so to test it out?   

I requested more details from MagicLeap as well: https://forum.magicleap.com/hc/en-us/com...to-Request

I've seen other 3rd party libraries provide the following in case it is helpful: aarch64-linux-android


Cheers,

Mark

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  simple rope setup problem (character Animation)
Posted by: kyrann - 08-01-2019, 04:09 PM - Forum: Obi Rope - Replies (2)

Hi 
Im pretty new to obi rope 
I just created this simple rope setup but i have some problems.
My character has a hammer in his hand and obi rope is connected from hammer to another asset on characters belt.
When i press play at particle editor ropes end stays exactly where i pinned them and sim works.

But when character starts running ropes end points are not moving with the hammer and the belt unit
rope moves with the character and i can see the simulation but end points of the rope looks pinned to a fixed 3d space not following the hammer animation or the characters belt

hammer has a rigidbody a box collider and obi collider
so does the belt unit
and end points of the rope pinned to these 2 assets

end points are fixed and handles are pinned to hammer obi collider and belts obi collider
clearly im doing something wrong.

Any pointers?

First picture is from particle editor
second picture is from running animation



Attached Files
.jpg   Capture 2.JPG (Size: 13.5 KB / Downloads: 17)
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  How do you properly destroy an Obi Rope at runtime?
Posted by: SamMcG - 07-01-2019, 05:06 AM - Forum: Obi Rope - Replies (4)

If I try to destroy a rope simply using Destroy(gameObject), all other ropes using that solver stop working. I've tried using Solver.RemoveActor(rope), but that results in a whole bunch of weird problems. What is the correct way to go about this?

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