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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
8 hours ago
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,040
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 880
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Problem with Rope |
Posted by: redagrandrei - 10-02-2019, 11:58 AM - Forum: Obi Rope
- Replies (7)
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Hello. I have a strange problem. Every time i enable the rope or start the scene with a rope created by me The rope itself swinging and strongly stretches in different directions for few seconds. After that it returns to its normal state and works as intended. What the problem could be?Thank you
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Using Obi Fluid and Rope together |
Posted by: TimLewis - 07-02-2019, 07:03 PM - Forum: General
- Replies (1)
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Hey,
I recently purchased both Obi Fluid and Rope to use in a commercial project together. I'm having some issues bringing both into the project, as certain files such as ObiCurve.cs are different in both packages (abstract in Fluid and not in Rope is one example).
I can go through and merge both in, although my concern is in doing so I may butcher it enough that it doesn't work down the line (ie. changing Rope to use the ControlPoint struct).
My hope is that you'll have a version of these files that should work with both assets, since it's advertised as these assets are designed to be used together - so I'm assuming that they should do.
Look forward to hearing from anyone,
Thanks
Tim
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Coil up a rope and disable physics on it |
Posted by: mandark83 - 07-02-2019, 04:21 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I'm using OBI rope 4.0 asset.
I want to coil it up so I can put it in a locker.
When I pick it from the locker again it should then expand to it's original length.
My questions:
1. Can I make a coiled up version of the rope and disable all physics on it?
2. How to wrap it in a custom shape?
3. How to disable physics on the rope? Disabling components randomly only makes the rope mesh disappear.
Thank you
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4 warnings: CS0618 |
Posted by: Richard - 07-02-2019, 02:47 PM - Forum: Obi Cloth
- Replies (1)
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4 error messages are printed.
"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(98,5): warning CS0618: 'BuildTargetGroup.PSM' is obsolete: 'PSM has been removed in >= 5.3'"
"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(99,5): warning CS0618: 'BuildTargetGroup.Tizen' is obsolete: 'Tizen has been removed in 2017.3'"
"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(35,10): warning CS0618: 'BuildTarget.PSM' is obsolete: 'PSM has been removed in >= 5.3'"
"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(36,10): warning CS0618: 'BuildTarget.Tizen' is obsolete: 'Tizen has been removed in 2017.3'"
What can I do?
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warning CS00108 |
Posted by: Richard - 07-02-2019, 01:02 PM - Forum: Obi Cloth
- Replies (1)
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"Assets\Obi\Scripts\Actors\ObiCloth.cs(78,14): warning CS0108: 'ObiCloth.Awake()' hides inherited member 'ObiClothBase.Awake()'. Use the new keyword if hiding was intended." is printed. Do I have to do something?
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Interacting with cloth with OVRGrabber |
Posted by: Mrpillis - 06-02-2019, 06:32 PM - Forum: Obi Cloth
- Replies (1)
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Hi-
I am using an Oculus touch with Obi Cloth- so far, the hands can cause collisions if the hands have obi colliders on them, but I cannot set up a grabbing dynamic. OVRGrabble requires a rigidbody and collider to grab, but the particles don’t actually have colliders enabled on all the dynamic surfaces. Is there a way to allow for interaction with particle cloths using the properties of collision and rigid bodies?
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