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Unstable chain attachment
Forum: Obi Rope
Last Post: quent_1982
9 hours ago
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Memory leak warning with ...
Forum: Obi Fluid
Last Post: josemendez
Yesterday, 02:07 PM
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the Obi cloth has some co...
Forum: Obi Cloth
Last Post: MakeLifeEasier
Yesterday, 08:59 AM
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ObiCloth going through co...
Forum: Obi Cloth
Last Post: josemendez
Yesterday, 08:10 AM
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Why does setting InverseM...
Forum: Obi Fluid
Last Post: nonnamed
13-05-2025, 12:41 PM
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Shaking problem when coll...
Forum: Obi Softbody
Last Post: webmagic
13-05-2025, 12:11 PM
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Obi Softbody IndexOutOfRa...
Forum: Obi Softbody
Last Post: Aroosh
11-05-2025, 11:37 AM
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Rope pinned to two dynami...
Forum: Obi Rope
Last Post: Crimson1462
09-05-2025, 07:51 PM
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Unity 6 Console Spam abou...
Forum: Obi Fluid
Last Post: josemendez
09-05-2025, 08:03 AM
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Hard crash in build after...
Forum: Obi Rope
Last Post: goldfire
04-05-2025, 10:10 PM
» Replies: 2
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2018.1: Error Obi Parrticle Baker doesn`t exist. |
Posted by: StudioDeussen - 02-09-2018, 10:24 AM - Forum: Obi Fluid
- Replies (3)
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Dear Support Team,
when using Obi Fluid with Unity 2018.1.f91 I get the following error message:
Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
Do you have a solution for this?
I apreciate your reply on this.
Greets,
Tim
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Procedurally change the diameter of the ropes |
Posted by: mathaout - 31-08-2018, 09:38 AM - Forum: Obi Rope
- Replies (3)
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Hi,
I'm a developper for AR/VR industrial applications and serious game.
I would like to buy your asset.
However, I would like to know if we could create and change the diameter of the ropes at runtimes.
Thanks in advance!
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Coat Buttons |
Posted by: ncthbrt - 27-08-2018, 06:35 AM - Forum: Obi Cloth
- Replies (5)
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Hi there,
I've been using Obi Cloth for the last week or so and it's been great but there has been one major stumbling block I've run into, which is correctly positioning and rotating buttons on a coat. I've been able to pull particle positions from script (which was also very useful for an untied belt) but struggling to get the buttons to face normal to the surface. Any suggestions as to how to solve this problem?
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Trouble with local sim ObiSolver as child of interpolated Rigidbody |
Posted by: jabza - 26-08-2018, 08:49 PM - Forum: Obi Cloth
- Replies (2)
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Hi,
As the title says, I'm attemping to use a 'locally-simulated' ObiSolver parented to a Rigidbody with it's interpolation set to 'Interpolate'.
Despite smooth Rigidbody motion, the various ObiCloth's (which are children of the ObiSolver), begin to jump / stutter sporadically as the Rigidbody picks up even a small amount of speed.
In my scene, the camera Lerps towards the RB. And the motion of the RB appears smooth both in Game and Scene view. But the motion of the various ObiCloth objects remains 'stuttery' in both views.
When interopolation of the RB is set to 'none', everything is smooth! Or at least when it stutters, it stutters in tandem with the parent RB. (However I still need interoplation for other reasons, so unfortuantely this is not a fix).
What I've tried:
Enabling interoploation on the ObiSolver itself actually appears to make the problem slightly *worse*.
I tried moving the ObiSolver directly onto the RB, rather than as a child. Unfortunately this made no difference.
Changing simulation order to 'LateUpdate' makes a big difference, although with still a tiny amount of stuttering. However, ideally I'd use FixedUpdate. -- As the documentation describes, LateUpdate is great for scenes which update object transform's outside of the physics loop. However, this is not the case for me, everything is driven via physics & FixedUpdate. Which is why I'm a little puzzled...
I'm using ObiCloth 3.5 with unity 2018.2.5f1.
My ObiSolver looks like so:
![[Image: 600VuBG.png]](https://i.imgur.com/600VuBG.png)
Any help on this would be greatly apprecaited.
Thanks in advance.
- Just to add, I've been super happy with ObiCloth 3.5, the enhancements to local solvers have benefited my project *greatly*, and makes Obi that little bit more flexible. Hats off and thanks!
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Poor Sample Performance |
Posted by: Armadous - 25-08-2018, 07:34 PM - Forum: Obi Fluid
- Replies (12)
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Hi, I just bought Obi Fluid and I'm having issues with very poor performance inside Unity. Most of the samples quickly fall below 15 fps and it seems that collisions are breaking down, especially with thick fluids. Running a release builds of the sample projects also didn't help.
https://i.imgur.com/SWJA8yl.gifv
My cpu is far from modern however I expected it to capable of running reasonable scenes, especially the samples. I have an 8 core AMD FX-8150 3.6GHz. I'm running windows 10, 16gigs of ram, and a GTX 1080 Ti.
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Is there a way to check that simulation done and all particles is sleeping? |
Posted by: mmortall - 22-08-2018, 03:48 PM - Forum: Obi Cloth
- Replies (5)
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I need somehow to know that all particles are in sleep state. Because I need to stop simulation then, save simulation mesh etc.
For now I use just a timer, but I want to use some smart way to check simulation done. So basically I need to know a percent of perticles are in sleep state and if like 99% in sleep state then considering simulation done.
It there a way to do what I wan currently?
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