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  please help me with the Mobile Rendering!
Posted by: Xingrui Wang - 11-06-2024, 06:04 PM - Forum: Obi Fluid - Replies (4)

The Obi Fluid works well in Unity Game and Scene both, but After I built it to Android and open it on my Mobile, the others (cubes or gravity) works well, only the liquid doesn't get rengered, I think they exist in scene because the shadow are exist, just I can not see the liquid part, How can I solve this problem?

Can not See in Mobile: Triste

Works normal in Game Scene:



Attached Files Thumbnail(s)
       
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  DIINotFoundException when attempting to import ObiRope
Posted by: orangefire - 11-06-2024, 05:21 AM - Forum: Obi Rope - Replies (4)

Hello,

I was trying to use ObiRope in Unity 2022.3.18f1 URP. When importing the package via Package Manager, I encountered the following errors
[Image: AccJccH]

Code:
DllNotFoundException: libOni assembly:<unknown assembly> type:<unknown type> member:(null)
Obi.OniBackend.CreateSolver (Obi.ObiSolver solver, System.Int32 capacity) (at Assets/Obi/Scripts/Common/Backends/Oni/OniBackend.cs:17)
Obi.ObiSolver.Initialize () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:883)
Obi.ObiSolver.AddActor (Obi.ObiActor actor) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1148)
Obi.ObiActor.AddToSolver () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:348)
Obi.ObiActor.OnEnable () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:323)

DllNotFoundException: libOni assembly:<unknown assembly> type:<unknown type> member:(null)
Obi.ObiProfiler.DisableProfiler () (at Assets/Obi/Scripts/Common/Utils/ObiProfiler.cs:84)
Obi.ObiFixedUpdater.Update () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:67)


Not sure how to resolve, as the example scenes don't seem to work (I don't see any rope appearing). Some of the materials are also failing to convert to URP (namely the VertexColor one). Would appreciate any help in resolving this!

EDIT: Reading thru the documentation, I made sure Burst, Jobs, Mathematics, and Collections packages are imported as well. However, when I'm trying to open my project again, I get the following compile error

Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/NativeMultilevelGrid.cs(74,46): error CS1061: 'UnsafeList<K>' does not contain a definition for 'length' and no accessible extension method 'length' accepting a first argument of type 'UnsafeList<K>' could be found (are you missing a using directive or an assembly reference?)

I was able to quickly change the code from contents.length to contents.Length to fix this. Afterwards project was able to open, but I still get the above DIINotFoundException when attempting to play the example scenes.

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  Rope Collision Detection
Posted by: kripa1415 - 10-06-2024, 08:18 AM - Forum: Obi Rope - Replies (3)

Hi,
 I have 3 ropes tanged. I am untangling first rope and avoided collision from the other 2 ropes. How do I detect this ?
 I have the on collision subscribed on the solver and getting the contacts. But I want to filter rope wise

RopeGenerator.solver.OnParticleCollision += Solver_OnParticleCollision;

private void Solver_OnParticleCollision(ObiSolver solver, ObiSolver.ObiCollisionEventArgs contacts)
{
   
    if (contacts.contacts.Count <= 0)
    {
        
    }
    else
    {
        
    }
}

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  Help for fluid 7.0 beta demo scene
Posted by: khos85 - 09-06-2024, 03:01 PM - Forum: Obi Fluid - Replies (1)

Hi, in the obi fluid 7.0 beta which I'm playing around with, I do not find this scene:
[Image: upload_2024-5-12_15-19-8-png.1413672]
Would it be possible to share that, I would like to understand how the water/foam is achieved so nicely. Thanks!

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  Softbody vehicle with many meshes
Posted by: protomor - 08-06-2024, 07:15 AM - Forum: Obi Softbody - Replies (3)

Howdy! I'm aiming to do BeamNG like crash damage and come to the conclusion that the Obi Softbody for Unity is the best option for that kind of deformation. The cars come in FBX files with multiple meshes under it. Is there a way to programatically load all of them in one go or some guidance on how to create all of this at runtime? Ideally, the meshes will deform and things like doors will come off. It might be simpler to create primative objects that bind to the overall meshes. Any guidance is appreciated.

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  Rope connected 3d object and its weight
Posted by: kripa1415 - 07-06-2024, 09:51 AM - Forum: Obi Rope - Replies (7)

Hi,
 I have a shape with rigidboy attached to it. Rope is holding this shape. You can see the rope is stretching and pulling the shape all over the place. How to avoid the stretchiness and keep the shape stable ?
https://drive.google.com/file/d/1fLpU5D_...sp=sharing

I want something like in cut the rope
https://www.youtube.com/shorts/1kEYuIemwzo

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  Rope Cut not working
Posted by: kripa1415 - 07-06-2024, 08:04 AM - Forum: Obi Rope - Replies (5)

Hi,
 I've attached video reference here of what happened while trying to cut the rope.
 I've used RopeSweepCut. Its working in the sample scene. But If I use the same script for my Rope which is created dynamically at runtime, it not working.
 When I swipe to cut, I can see the line renderer and on release, there's a shake happening in rope but its not actually cutting the rope.
 I added log inside the below function. Log printed as expected but cut doesn't work

https://drive.google.com/file/d/1EqPp-hm...sp=sharing

Code:
private void ScreenSpaceCut(Vector2 lineStart, Vector2 lineEnd)
{
    // keep track of whether the rope was cut or not.
    bool cut = false;

    // iterate over all elements and test them for intersection with the line:
    for (int i = 0; i < rope.elements.Count; ++i)
    {
        // project the both ends of the element to screen space.
        Vector3 screenPos1 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle1]);
        Vector3 screenPos2 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle2]);

        // test if there's an intersection:
        if (SegmentSegmentIntersection(screenPos1, screenPos2, lineStart, lineEnd, out float r, out float s))
        {
            cut = true;
            rope.Tear(rope.elements[i]);
            Debug.Log("cut");
        }
    }

    // If the rope was cut at any point, rebuilt constraints:
    if (cut) rope.RebuildConstraintsFromElements();
}

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  Cannot generate a blueprint asset for a mesh
Posted by: Gustorvo - 06-06-2024, 09:54 PM - Forum: Obi Softbody - Replies (2)

When trying to generate a blueprint on any mesh (read/write checkbox is enabled in import settings) I always get an Null ref error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActorBlueprintEditor.Refresh () (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:416)
Obi.ObiActorBlueprintEditor.Generate () (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:143)


Unity 2022.3.29f
Obi Softbody 6.5.4

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  Obi Fluid 7.0rc - fluids rendering as pink
Posted by: Amael - 06-06-2024, 07:54 PM - Forum: Obi Fluid - Replies (2)

I'm using Unity 2022.3.32f1, a new empty 3D project (built-in render pipeline) and the Obi Fluid 7.0rc Unity Package. Everything seems to be set up and working correctly (Burst compiler etc.) but all of the fluids in the sample scenes are pink:

   


I've had a look through the components & project resources but can't see anything that's obviously wrong?

   

Does anyone have any idea as to what's causing this? Thanks.

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  Obi Fluid 6.5.4 installation issues
Posted by: Amael - 06-06-2024, 01:08 PM - Forum: Obi Fluid - Replies (2)

I'm using Unity 2022.3.32f1 and a new empty 3D project (built-in render pipeline). I import Obi Fluid 6.5.4 using the project manager and get the following update warnings:

   

I have to choose 'yes' to stop this warning being shown repeatedly.

At this stage, Obi Fluid and the sample scenes seem to work ok, however Force Zones do not work (e.g. in the 'SimpleFluid' demo scene).

If I select a gameobject with an Obi Solver component, I can see the "The Burst backend depends on the following packages: " warning. I install the Mathematics, Collections and Jobs packages (using 'Add packages by git URL...' for com.unity.jobs) - Burst seems to already be in the package list:

   

Upon adding the Collections package, I get the following persistent error and I can't enter play mode anymore:

Code:
Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/NativeMultilevelGrid.cs(74,46): error CS1061: 'UnsafeList<K>' does not contain a definition for 'length' and no accessible extension method 'length' accepting a first argument of type 'UnsafeList<K>' could be found (are you missing a using directive or an assembly reference?)


Are there updated installation instructions or what is the correct sequence for setting up the package properly? Thanks

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