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Collisions do not happens...
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Forum: Obi Rope
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Forum: Obi Fluid
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Underwater rope |
Posted by: ibbybn - 18-11-2018, 04:31 PM - Forum: Obi Rope
- Replies (5)
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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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Counting Fluid & Android Export |
Posted by: Tuna.Y - 15-11-2018, 06:39 PM - Forum: Obi Fluid
- Replies (11)
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Hi All,
I bought this asset a few days ago and everything was going well until I tried to count particles 
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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Simulation works perfect on PC but not on android huawai |
Posted by: AlyAmeen - 14-11-2018, 04:36 PM - Forum: Obi Rope
- No Replies
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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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