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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
Yesterday, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,787

 
  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!



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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