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Rope pinned to two dynami...
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Unity 6 Console Spam abou...
Forum: Obi Fluid
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the Obi cloth has some co...
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Hard crash in build after...
Forum: Obi Rope
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Rope cursor with attachme...
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Triste Deformed cloths when starting simulation
Posted by: alexvent10 - 22-11-2018, 10:30 PM - Forum: Obi Cloth - Replies (2)

Everytime i start a simulation all my cloths look like this, is this a bug or am i doing anything wrong?

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  How to Render a Fluid behind a 2D object
Posted by: p3gamer - 22-11-2018, 06:10 PM - Forum: Obi Fluid - No Replies

I am trying to fill a glass container (2D) and also have a label that sits in front of the fluid (ie. soda bottle with a label). The issue is that the fluid is being rendered over the label even when I move the label closer to the camera (ie. change z position). I am using sprite renderer objects with sorting layers (ie. 1 = bottle, 2 = label), if that helps.


UPDATE:

I had to adjust the main camera's clipping planes which seemed to work.

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  Console support
Posted by: gfguny - 22-11-2018, 10:30 AM - Forum: Obi Cloth - No Replies

Hello,

we would like to use Obi Cloth plugin for our project and we want to ask about console support (specifically: PS4 and Xbox One). We know that currently consoles are not supported, so instead we'd like to know if possible console support release will be in the near future.

If not, would it be possible for us to add console support ourselves?

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  Max Particles Limit
Posted by: p3gamer - 21-11-2018, 06:28 PM - Forum: Obi Fluid - Replies (1)

Is there a maximum number of particles a scene can handle?

Is there a maximum number of particles one solver can handle?

Are these limits platform dependent? (ie. mobile vs desktop)?

I want to make sure that I am well below these limits.

Thank you.

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  ObiEmitterShapeImage
Posted by: p3gamer - 21-11-2018, 05:36 PM - Forum: Obi Fluid - Replies (1)

Can you explain how the ObiEmitterShapeImage class works? I thought that this component would take the shape of a 2d image (ie. coffee mug) and create an emitter shape based off it. When I tried to add this component, it didn't work properly (only one fluid drop came out).

Is there any downside to adding multiple emitter shapes to each emitter? Creating a custom emitter shape seems tricky (ie. lightning bolt shape, tree leaf).

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  Fluid collision issues
Posted by: george_playbite - 20-11-2018, 09:38 PM - Forum: Obi Fluid - No Replies

Hello there,

I'm having some issues with fluid collision detection and I'm not sure how to resolve them.

Here's a video:
https://drive.google.com/file/d/1040FPuI...sp=sharing

As you can see in the video, the issue is that the fluid goes through my colliders quite easily.

I tried using the Thickness property in the Obi Collider component but even though that helps, the gap between the fluid and the collider makes it look really strange and also some jittering occurs because the colliders now overlap each other.

I'm rotating my object by using Rigidbody.MoveRotation and not directly modifying the transform, in an effort to reduce issues with physics/transform not being in sync.

Also this object has an invisible collider on top so that the fluid doesn't overflow and fall off when moving around.

Any suggestions/ideas would be very appreciated.

Thanks!
George

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  Skinned Mesh Collisions
Posted by: HellsPlumber - 20-11-2018, 11:15 AM - Forum: Obi Fluid - Replies (1)

Hi!
I just wanted to ask if Obi Fluid works with Skinned Meshes (collisions and interactions with them).

Thanks for any info!

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Pregunta Setting the mass of a particle trough code...
Posted by: imtehQ - 19-11-2018, 04:40 PM - Forum: Obi Rope - Replies (2)

Code:
       rope.invMasses[0] = 10;

However this will make the rope segment be 0.11 mass.
How is the mass beeing calculated here?
where 1 = 1 mass but 10 is 0.11

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  Underwater rope
Posted by: ibbybn - 18-11-2018, 04:31 PM - Forum: Obi Rope - Replies (5)

Hey, I'm using obirope to tether a spear to a harpoon which you can reel back after shooting it.

If I'm using very low iteration/substep numbers the rope already looks like it's underwater but becomes way too stretchy.

If I use higher numbers the simulation is too fast to look realistic underwater.

Is there a way to get this slow motion underwater look without sacrificing stiffness of the rope?
Is this something I might be able to do with the new release or is it already doable?

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Triste 2D End Prefab
Posted by: AAFever - 18-11-2018, 04:47 AM - Forum: Obi Rope - No Replies

Hi! Gran sonrisa  I'm trying to use Obi Rope in a 2D Unity environment.



What I want to do is attach a GameObject prefab with a Sprite Renderer on it to the Obi Rope's EndPrefab variable.

So I did, but the problem with that is it isn't oriented towards the camera visually.

So I created a GameObject child to the prefab I stuck to EndPrefab where I then moved the Sprite Renderer to and rotated it manually.

This had some promising results until I played the Scene.

As the rope rotates around in 2D space (X, Y), the EndPrefabInstance rotates around in the 3rd Dimension like a drill.

I want to keep the Sprite facing towards the camera at all times and not rotating like a drill at the end of the rope.


I have attached a screenshot example to illustrate what I mean,


Has anyone solved this problem, or does anyone know of a way to solve this?


Thank you for your time and assistance!



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