Latest Threads |
Force Zone not working
Forum: Obi Fluid
Last Post: OneGuyProd
Yesterday, 06:38 PM
» Replies: 2
» Views: 68
|
ObiRope 7.0 save/load
Forum: Obi Rope
Last Post: chenji
22-08-2025, 11:39 AM
» Replies: 1
» Views: 46
|
ObiAttachment issue
Forum: Obi Rope
Last Post: chenji
18-08-2025, 09:14 AM
» Replies: 5
» Views: 284
|
Rod loses initial shape w...
Forum: Obi Rope
Last Post: Qriva0
18-08-2025, 08:41 AM
» Replies: 7
» Views: 560
|
Fluid oddities at <= 4 pa...
Forum: Obi Fluid
Last Post: josemendez
15-08-2025, 11:56 AM
» Replies: 3
» Views: 297
|
Rod dynamic attachment is...
Forum: Obi Rope
Last Post: matty337s
12-08-2025, 10:44 AM
» Replies: 10
» Views: 738
|
7.1 Obi bone spasm
Forum: Obi Rope
Last Post: chenji
12-08-2025, 02:41 AM
» Replies: 3
» Views: 336
|
Scripting rod forces
Forum: Obi Rope
Last Post: Qriva0
11-08-2025, 03:24 PM
» Replies: 7
» Views: 582
|
Pinhole inspector throw e...
Forum: Obi Rope
Last Post: josemendez
11-08-2025, 10:45 AM
» Replies: 5
» Views: 445
|
Adding ObiColider To Gene...
Forum: Obi Rope
Last Post: aderae
08-08-2025, 01:17 PM
» Replies: 4
» Views: 384
|
|
|
Metadata for particle interactivity |
Posted by: nrvllrgrs - 17-12-2018, 09:21 PM - Forum: Obi Cloth
- Replies (1)
|
 |
I'm using VRTK to interact with an ObiCloth asset, allowing the player to grab and manipulate the cloth. I want the cloth only to be grabbable at specific particles. Is there a way to mark specific particles as Interactable and other particles as not? If not are there any suggestions how I could best accomplish this task?
This is different from unpinned versus pinned particles. One could have a non-interactable, unpinned particle OR a non-interactable, pinned particle OR a interactable, unpinned particle (I suppose one could have an interactable, pinned particle -- although I'm uncertain of its behavior).
|
|
|
Linux Support? |
Posted by: metzzo - 15-12-2018, 09:53 AM - Forum: Obi Rope
- Replies (1)
|
 |
Hey,
I've switched to developing on Linux and want my game to support Linux as well, but I sadly just noticed that Obj Rope does not run on Linux. Are there any plans to make it run on Linux?
Robert
|
|
|
Can you provide the Soccer Net scene? |
Posted by: Ty-TG - 12-12-2018, 05:51 PM - Forum: Obi Cloth
- Replies (1)
|
 |
I sent an email, but just to be safe I thought I would post here:
We were looking for a good soccer net asset for our game, and your youtube demo video. We'd love to use that, and so I wanted to know if we buy the ObiCloth and ObiRope assets from the store, can you provide us with the soccer net?
Thanks
|
|
|
Fluid does not get lit |
Posted by: razveck - 12-12-2018, 05:06 PM - Forum: Obi Fluid
- Replies (3)
|
 |
Hi,
My fluid in the scene does not get any lighting information. It looks very flat and out of place in the scene. Turning lights on or off has no effect on its appearance. I am also using Aura, if that makes any difference.
I would appreciate some help on this matter. I have tried adjusting the shaders but with no success.
Thanks.
|
|
|
Curve and Mesh generation with updates |
Posted by: micsanbr - 11-12-2018, 01:42 PM - Forum: Obi Rope
- Replies (2)
|
 |
Hello VM & Forum,
I've created a simple c# script that creates a curve on the fly using a set of positions, using "Obi/Scripts/Utils/ObiRopeHelper.cs" as a reference (great example BTW).
Instead of relying on the solver to update the positions of the curve, inside Update() I'd like to set the "controlPoints" of the "ObiCatmullRomCurve" component and update the mesh of the ObiRope connected to the curve. Is there a way to do this?
Basically I am interested in using the tool only to create procedural tubes / cables / wires meshes, without the physics solver.
Thanks a lot in advance!
-m
|
|
|
Swinging rope not behaving right |
Posted by: aphixe - 10-12-2018, 03:40 AM - Forum: Obi Rope
- Replies (3)
|
 |
Problem I am having with how the rope is behaving, not sure how to fix it or what not. I did have some troblem with the code I used a ObiPinConstraintBatch, which for whatever reason was missing on the http://obi.virtualmethodstudio.com/tutor...aints.html page, unless i am wrong. code is at end if it helps.
I want to be able to swing with the rope.
![[Image: ftJz131.jpg]](https://i.imgur.com/ftJz131.jpg)
Code: using UnityEngine;
using System.Collections.Generic;
using Obi;
[RequireComponent(typeof(ObiSolver))]
public class grabrope : MonoBehaviour
{
[SerializeField]
private ObiRope rope;
public ObiCollider character; // add player in inspector with obi collider
public float ropeOffset = .25f;
private int particleLocation = 7; //sets where player is attached on rope.
ObiSolver solver;
Obi.ObiSolver.ObiCollisionEventArgs collisionEvent;
void Awake()
{
solver = GetComponent<Obi.ObiSolver>();
rope = GetComponent<ObiRope>();
}
void OnEnable()
{
solver.OnCollision += Solver_OnCollision;
}
void OnDisable()
{
solver.OnCollision -= Solver_OnCollision;
}
void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
foreach (Oni.Contact contact in e.contacts)
{
if (contact.distance < 0.01)
{
Component collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
{
if (Input.GetKeyDown(KeyCode.E))
{
rope.PinConstraints.RemoveFromSolver(null);
ObiPinConstraintBatch batch = (ObiPinConstraintBatch)rope.PinConstraints.GetFirstBatch();
batch.AddConstraint(particleLocation, character, Vector3.up * ropeOffset, 1);
rope.PinConstraints.AddToSolver(null);
}
}
}
}
}
}
|
|
|
Skirt Cloth issue |
Posted by: howzer - 09-12-2018, 05:38 AM - Forum: Obi Cloth
- Replies (1)
|
 |
Hi first time using obi cloth,
I'm trying to get a simple skirt cloth working. I changed the scale factor in import settings from 1 to 0.5 and kept the root scale to 1,1,1 and after setting everything up, I'm still running into this cloth issue. Does it matter that the skirt is not a direct child of the root object? I am using a separate game object as the solver.
Cheers
|
|
|
Collision code sample not working |
Posted by: aphixe - 08-12-2018, 06:38 AM - Forum: Obi Rope
- Replies (1)
|
 |
I copied the script example to do collision test. and unity says it can't convert out from the collider
Assets/Scripts/GrabRope.cs(33,64): error CS1503: Argument `#2' cannot convert `out UnityEngine.Collider' expression to type `out UnityEngine.Component'
Collider collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other,out collider)){
// do something with the collider.
}
i looked at CollisionEventHandler and it uses Component collider; is that what it should be?
all i know is its not working. trying for a long time today to code a grab the rope script
|
|
|
|