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Questions before i buy |
Posted by: Smerik - 09-11-2018, 10:51 AM - Forum: Obi Fluid
- Replies (2)
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Hi,
I would like to ask a couple of questions before I make my purchase:
- Is it possible to make a clay-like fluid?
- Can I dynamically transition between water fluid and clay fluid?
- Does this work in a WebGL Export and how is the performance?
Thanks for answering!
Best,
Erik
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Fluid Emission |
Posted by: FlairBot - 07-11-2018, 03:12 AM - Forum: Obi Fluid
- Replies (3)
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Hi!
I've recently bought Obi Fluid and it's great!
I'm trying to scale the fluid down a bit and the emission becomes rather obvious when this happens. It seems to pulse regular amounts of particles in a constant flow. e.g. 7 particles, wait a frame or 2, 7 more particles, etc.
I was wondering if there was a way to stagger the emission of particles so that new particles are spawned more regularly and not in spurts. I'm currently using the sphere shaped emitter, ideally I'd like particles to spawn randomly throughout the surface of the sphere at a constant rate, rather than having the surface pulse with particles.
Thanks!
FlairBot
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Performance |
Posted by: ddematheu - 06-11-2018, 08:49 AM - Forum: Obi Fluid
- Replies (2)
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Hello,
what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?
I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?
Thanks
ddematheu
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Performance |
Posted by: ddematheu - 06-11-2018, 08:11 AM - Forum: Obi Fluid
- No Replies
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Hello,
what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?
I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?
Thanks
ddematheu
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Move fluid based on device orientation - ObiSphericalForceZone? |
Posted by: p3gamer - 01-11-2018, 03:46 PM - Forum: Obi Fluid
- Replies (5)
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I am trying to move fluid around when I tilt/rotate the device. I tried adjusting the gravity in the solver (ie. change y value from -9.81f to 9.81f when device is upsideDown), but that didn't seem to work. I am looking into ObiExternalForce, in particular (ObiSphericalForceZone), but I am not sure how to implement this after I added the component to the emitter.
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Generating emitters on scene programatically |
Posted by: ddematheu - 29-10-2018, 08:02 AM - Forum: Obi Fluid
- Replies (1)
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Hello,
I have been playing around with ObiFluids for a game I am making. I am having some trouble being able to programatically create emitters actors on the scene. I followed the procedure found here: (http://obi.virtualmethodstudio.com/tutor...ctors.html)
Using the procedure in that link I am running a co-routine inside my Update function to create an emitter at certain points in time (checking for previous co-routine to finish before starting next)
The only additional step I added to the procedure in the link is:
Array.Resize<ObiParticleRenderer>(ref Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers, Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers.Length+1);
Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers[Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers.Length-1] = emitterCreated.GetComponent<ObiParticleRenderer>();
to add the particle renderer to the camera.
The emitter is created on the scene yet no fluid are emitted.
I get the following error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.PushDataToSolver (Obi.ParticleData data) (at Assets/Obi/Scripts/Actors/ObiActor.cs:385)
Obi.ObiActor.AddToSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:278)
Obi.ObiEmitter.AddToSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:125)
Obi.ObiActor.Start () (at Assets/Obi/Scripts/Actors/ObiActor.cs:150)
I am reusing the same solver for all the emitters created.
I can post full code but it is basically the one from the link.
Any help is appreciated.
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Scripting Electric Cable Force on Obi Rope |
Posted by: phys_modeler - 25-10-2018, 10:38 PM - Forum: Obi Rope
- Replies (2)
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Hi everyone. I am considering purchase of the remarkable Obi Rope to do some custom physical modeling in Unity, and wanted to ask a question.
Goal:
Model the self-generated motion of a set of electrical cables, via Obi Rope
Ideas:
1. I'd model a set of connected ropes, Obi via stitch constraints.
2. Then I'd like to treat some of the ropes as "electric cables", in the sense that they will produce a scripted magnetic force on each other.
3. I'd like to script the force in a C# method that iterates over each Obi particle in those "electric cables", to produce the mutually-induced net magnetic force on just those cables.
4. When the net magnetic force is calculated, I add it to other forces, and model (1.) moves an increment under the net force.
5. I loop the method of (3.) to see the evolution of the shape of the connected ropes over some timeframe.
6. Changing "current": I increase some Inspector property value to alter current in (3.), hence the force, to see how it changes the evolution of the shape.
Questions / Notes:
To perform method (3.), is it possible to set and get all Obi particle properties of model (1.) from within a C# script method? Or is there a different way to add a custom physics force?
I don't need real-time performance; even something that updates rope positions once a minute would be ok.
--
Thanks for any thoughts. If such custom physics sim is generally feasible, I'll purchase and just give it a shot.
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