I would like to report a crash issue that I discovered with a specific setting.
If this has already been reported or explained elsewhere, I apologize in advance.
When creating a CustomEmitterShape, if an EmitPoint added to the distribution has a direction of Vector2.zero, a crash occurs in the Compute BackEnd.
However, it runs correctly in the Burst BackEnd.
Please note that I am not confident in English, so I used ChatGPT to help write this message.
Hi,
I am having issues with rendering a rope. When i get closer with the camera, the rope disappears. This only happens in a specific scene, on a specific solver. I duplicated solver values, so that is not a problem. This worked for me before updating to a newer version, now I am on version 7. I am creating the rope in runtime, here is the code:
Code:
obiRope = EditingObject.GetComponent<ObiRope>();
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
blueprint.path.Clear();
blueprint.path.AddControlPoint(Vector3.left, new Vector3(-.3f, 0), new Vector3(.3f, 0), Vector3.zero, 0.1f, 0.1f, .1f, filter, Color.white, "start");
blueprint.path.AddControlPoint(Vector3.right, new Vector3(-.3f, 0), new Vector3(.3f, 0), Vector3.zero, 0.1f, 0.1f, .1f, filter, Color.white, "end");
blueprint.path.FlushEvents();
obiRope.ropeBlueprint = blueprint;
For every change I do to the rope (changing the path, adding control points), I call:
Code:
obiRope.path.FlushEvents();
StartCoroutine(obiRope.blueprint.Generate());
yield return new WaitForSecondsRealtime(1f);
obiRope.ResetParticles();
I have a chain and player with active ragdoll that based on configurable joints. Each of player's limb have mass ~0.25kg and next hierarchy:
----LimbWithJoint (Joint, Rigidbody and ObiRigidbody) --------Limb'sCollider (Convex MeshCollider with ObiCollider)
(Core mass is in the root of player's rigidbody and equals 3kg)
So, when collision is happened between limb and chain there is almost no push effect, limb is just going through the chain. The collisions start working only if mass of limb is greater than ~0.7kg and they are not perfect.
Mass of each point in ObiPathEditor is 0.25kg, ObiRope mass is 1kg, surface and self collisions are turned off.
Hello, I've started to explore Obicloth a few months ago, and I'm really impressed with what it does, and the very handy wiki! I've run into a bit of a wall however.
I have a swimsuit model resting on a manequin, with an attached Obicloth component. When hitting play, I'd expect the swimsuit to hang onto the surface of the mesh collider, settling there, however it seems to collapse inside the collider, and falls off through the bottom.
I did some investigation, and first checked if my ObiCollider was working, so i set up a square plane as a cloth (made in blender to have more vertexes). It is working and colliding with the model as expected, however, when released from above the manequin, a few frames after colliding with the head, the head starts to poke through the cloth, and eventually the whole cloth passes through the manequin when it should be resting on top of it.
Looking into the wiki, i have tried the following:
*Increase and reduce the number of particles (as well as try other bigger/smaller particle sizes) in the blueprint.
*Add more collision iterations and substeps to the ObiSolver (up to 16 for both, rip my pc)
*Enable surface collisions
Note: I'm aware of ObiSkinnedCloth, however i want a true simulation of cloth physics instead of following the mesh for my use case.
Hello, I have a chain with attached lamp to it. All hierarchy and settings below in screenshots.
Default chain with dynamic attachment to lamp works and swings well and not breaks away from the chain. But after I want to grab the lamp by using unity joints on it and just lift on the lamp or swing with player, chain starts breaking away from the lamp like in screenshot. Mass ratios between player(~5kg), lamp(1.5kg) and chain(1 kg in Obi rope script and 0.25kg on each of 3 points in Path Editor) is satisfied the condition 1 : 10. I've already tried to play with some settings, including solver iterations and anchor on joints, but it did not helped.
for example , I have a ObiSoft body obj A (with Kinematic for particle set)
and then, I use another CUBE with Obi Collider to touch the obj A, the obj A keeps shaking
what I want is just the obj A shape changed like Jelly (the soft body!!) ,
but it keeps shaking so fast.
I get an Index out of range exception when I use softbody with particles with inverse mass set to 0.
I'll attach the screenshot with this thread.
P.S: Need to make sure safety checks in jobs is on to see this error.
Hi Sir,
I have a question I would like to ask. I believe the Obi cloth has some compressive resistance, but I would prefer it to have sufficient flexibility. When dragging one corner inward, I do not want it to move the entire net, as shown in (https://flightpoint1.oss-cn-beijing.aliy...-51-21.gif). Some parameter settings are shown in the attached picture. Could you please provide some suggestions for modifications?
Hi! I'm new to Obi Rope and just wanted to say—it's a fantastic asset. I really appreciate the craftsmanship behind it.
I think I'm running into a user error and could use some help troubleshooting. I’ve attached three images below, in addition, here is a link to a video of the problem.
Each of the plugs in my setup are Obi Rigidbodies connected to the rope using dynamic attachments. I believe I’ve set up the constraints correctly for my use case, and I’ve experimented with different iteration and substep values.
I’ve also tested different mass settings—for example, setting the rope and rigidbodies both to 0.1, or the rope at 0.1 and the rigidbodies at 1.0, and vice versa—but the issue still occurs.
Here’s what I’m hoping to figure out:
Is there a way to prevent these gaps from forming when the rope is pulled forcefully?
If the gaps are unavoidable due to physics constraints, is there a way to reset the rope when it’s stretched beyond a certain threshold?
Ultimately, I’m trying to simulate a stiff, non-stretchable wire. Ideally, users shouldn’t be able to stretch it at all or see any slack.
I'm not really sure where to even start debugging this as there's no issue in the editor (or the editor just handles it less strictly, but no error that I've seen). It doesn't happen 100% of the time either, but sometimes when testing a build as soon as the scene with the obi rope loads the whole application crashes with this stack trace:
It's not from one specific rope either, it happens seemingly randomly with any rope implementation anywhere in the game. This only started happening after upgrading from Obi 6 to Obi 7.0.5. I followed the upgrade guide with re-generating the blueprints, etc. We're using the Burst back-end for the ropes as we need collisions on the ropes and I couldn't figure out if there was a way to make that work with the GPU-based backend, so I haven't tested the GPU one in a build.
Any idea what could be causing this or how I could debug further?