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Collisions do not happens...
Forum: Obi Rope
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Unstable chain attachment
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the Obi cloth has some co...
Forum: Obi Cloth
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ObiCloth going through co...
Forum: Obi Cloth
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Why does setting InverseM...
Forum: Obi Fluid
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Shaking problem when coll...
Forum: Obi Softbody
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Obi Softbody IndexOutOfRa...
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Rope pinned to two dynami...
Forum: Obi Rope
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Forum: Obi Fluid
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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!



Attached Files Thumbnail(s)
   
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Pregunta Obi fluid and Unity Vuforia
Posted by: Sisanda - 17-11-2018, 04:45 PM - Forum: Obi Fluid - No Replies

Hi Guys,

I developing an AR app using Vuforia and I try to Obi Fluid but when I run the project the fluid is not simulating. May you please help me

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  Counting Fluid & Android Export
Posted by: Tuna.Y - 15-11-2018, 06:39 PM - Forum: Obi Fluid - Replies (11)

Hi All,

I bought this asset a few days ago and everything was going well until I tried to count particles Sonrisa

I know this page: http://obi.virtualmethodstudio.com/tutor...sions.html and spent time there but I couldn't manage to "count" particles. It would be amazing if someone give hand about that.

I have my box collider and script on my Solver object. There is a counter in the script, but it counts as soon as 1 collision happens BETWEEN the fluid particles (not the collider) and it never stops increasing.

Here is my code;

Code:
using Obi;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(ObiSolver))]

public class Fill : MonoBehaviour
{
   ObiSolver solver;
   public int counter = 0;
   public Collider2D targetCollider = null;

   ObiSolver.ObiCollisionEventArgs collisionEvent;

   void Awake()
   {
       solver = GetComponent<ObiSolver>();

   }

   void OnEnable()
   {
       solver.OnCollision += Solver_OnCollision;
   }

   void OnDisable()
   {
       solver.OnCollision -= Solver_OnCollision;
   }

   void Solver_OnCollision(object sender, ObiSolver.ObiCollisionEventArgs e)
   {
       foreach (Oni.Contact contact in e.contacts)
       {
           // this one is an actual collision:
           if (contact.distance < 0.01)
           {
               Component collider;
               if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
               {
                   counter++;
               }
           }
       }
   }
}


Second thing is, I only see pink screen when I export my game to the Android. I found a similar issue on the forum, did the suggestion (It was something like changing current shader to simple shader) and it didn't work.

Thanks in advance.

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Pregunta Increase rope length with correct tethers
Posted by: imtehQ - 15-11-2018, 01:24 PM - Forum: Obi Rope - Replies (22)

When you increase the rope length particle points are added however the tether constraints script does not update them.
So only the first part of the entire rope will have those constraints not the rest of the rope.

[Image: NfzdE5t.png]


I also saw that if your using the Hierarchical type on them that the last 3-4 point or so are still directly connected to its start point, resulting in the rope behaving odd where most of the rope acts like expected its end point ignored what the rest of the rope does and only act on itself.

[Image: yisqYtl.png]

Any way to fix this or im a missing something in the setup?

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Exclamación Update problems
Posted by: Evgenius - 15-11-2018, 01:16 PM - Forum: Obi Rope - Replies (3)

Hello! I've been using ObiRope 3.2 for a long time and delayed the update due to conflicts it could lead to. But now I need to add ObiFluid to the current project, so I've started with the update of ObiRope from 3.2 to 3.5. There were almost no code conflicts, but during the merge I got an error:

[Image: BlFFU9U.png]

And now when I open any scene with ropes I get this error:

[Image: 4QfrMNW.png]

And if I try to reopen scene, play scene, or even quit Unity, I get a crash. Here are the crash.dmp and error.log

It looks similar to problem in this thread, but I don't know if it's solved or not.
I'm using Windows 10 x86, Unity 2017.1.0f3, and I use only ObiRope in project, so far.

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Pregunta Unity 2018.3 supported?
Posted by: KjetilMV - 14-11-2018, 07:32 PM - Forum: Obi Rope - Replies (2)

Hi

I was just wondering anyone has testet Obi Rope with Unity 2018.3 yet?

Thanks

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  Simulation works perfect on PC but not on android huawai
Posted by: AlyAmeen - 14-11-2018, 04:36 PM - Forum: Obi Rope - No Replies

Hello,
 I have a simple simulation that I am working on and it's working perfectly fine on PC, but on android Huawei phone the rope ignores the constraints and the colliders.

video on how it works on an emulator : https://www.dropbox.com/s/m7r3isbk1s55oi...9.mp4?dl=0

(the same happens on the phone)

It works perfectly fine in the editor and on the pc build.

Any help would be appreciated, Thanks.


I actually made a build for the scene chains.unity and it gave me the same result, the chain is moving but it's not constrained with the ball.

am I missing something ?

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