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Stretching verts uniforml...
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Scripting rod forces
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Burst error causing crash...
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Controlling speed of emit...
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Looks nice on editor but ...
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How to Shorten or Scale t...
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The Limitation of Using O...
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Bug Where a Straight Segm...
Forum: Obi Rope
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Having an issue with obi ...
Forum: Obi Rope
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Non-uniform particle dist...
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Obi-rope asset disappearing in build |
Posted by: rebeck14 - 15-10-2018, 09:19 PM - Forum: Obi Rope
- Replies (4)
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Hey guys -- Thanks for your help with an earlier post about obi-fluid. I'm now having issues with Obi-rope. We initially created an Obi-rope asset that worked both in the editor as well as in a build (Windows 10 64-bit). At some point in our development, this Obi-rope asset would only appear in the editor, but, when when we would make a build, it would no longer appear. My thought was that the obi-rope asset was getting corrupted somehow, so I rebuilt my Obi-rope asset from scratch and it seemed to have fixed the issue...
Unfortunately, after a couple days of running this build (that has not changed, to our knowledge, at all) we're seeing the same disappearing behavior. Any thoughts what would cause this?
My team has been using git for version control and we were curious about learning how the Obi-rope asset is stored in memory. If you have any ideas, please let us know. THANKS!
++j
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Detecting if Vector3 is within ObiFluid volume? |
Posted by: Mitch@PG - 15-10-2018, 05:17 PM - Forum: Obi Fluid
- Replies (8)
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Also:
- Uninstantiating particles within the radius of a Vector3 location
And / or:
- Changing values of an Emitter Material at runtime, such as Resolution or Rest Density
So, given an arbitrary Vector3 world location, will it be easy to determine if that location is within the volume of a collection of Obi Fluid particles? The Obi Fluid will be at rest in a container when I need to do this, so it wont be run while fluid is flying around the scene or anything. I've not had the chance to properly trawl through the API documentation yet, so my apologies if there's an easy answer in there.
The two next questions are pretty much as written; is there an easy way to uninstantiate particular particles? Again, apologies if this is obvious in the API docs!
And is it advisable / possible to alter the properties of Emitter Materials at runtime?
Thank you!
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Counting Particles |
Posted by: docgonzzo - 13-10-2018, 03:33 AM - Forum: Obi Fluid
- Replies (3)
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Hi There,
I'm working on a 2D game (Unity) about transferring fluid from one cup to another cup.
To measure success, I need to count the number of particles that were transferred from the 1st cup to the 2nd cup. Currently, I am subscribing to the Solver.OnCollision event. I have a "Trigger=true" BoxCollider2D inside the 2nd cup that I compare with the event callback Collider. My code is very similar to the code shown in this thread:
http://obi.virtualmethodstudio.com/forum...=collision
My problem is that the "count" is never actually correct. It seems to be always less than the actual count. I'm wondering if there's possibly collisions not being detected? I have my Fixed TimeStep set to 0.005.
The transfer can be violent and quick sometimes, but the fluid never clips out of the cup. I'm only using 55 particles.
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Is constraintIndex same thing as the particle index? |
Posted by: jb88886 - 12-10-2018, 02:11 AM - Forum: Obi Cloth
- Replies (1)
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In the scene, I have a tearable cloth and a rod that will be piercing the cloth. But because I'm changing the position of the rod instead of applying physics to it, the cloth won't recognize the rod to tear. But collision detection works as intended. So, I'm trying to tear the cloth at the point of collision by calling Tear(contact.particle). But it doesn't seem to do anything. Is the constraintIndex same as the particle index? If it's not, how would we find the constraintIndex at the point of collision?
Thank you,
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Solidify fluid into a mesh? (Think concrete) |
Posted by: Apophix - 11-10-2018, 04:56 PM - Forum: Obi Fluid
- Replies (1)
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Hi - I haven't purchased the asset yet, I want to know if this is something I can do with it before I do. I would like to have the player pour some liquid "cement" into a container and then eventually solidify the fluid into a mesh. I would like to know if this is possible, and if so, how straightforward would it be? Thanks.
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Optimizing |
Posted by: int0thewind - 11-10-2018, 04:27 AM - Forum: Obi Cloth
- Replies (1)
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Hey Jose,
I've seen some Youtube videos and read some documentation about optimization. I'm curious if you could elaborate in anyway about optimizing any further? For instance, about a month ago I had contacted you about fixing a cape I was attaching to a character. That cape had quite a few white dots, are those representing mesh vertices? The game running inside unity would run around 300 fps, after I had the cape attached and working, it went down to 140 which is quite a hit. I'm not sure if i'm doing something wrong? Please let me know if you have any feedback and I greatly appreciate your software package and your time. Thanks.
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Looking for contractor with Obi Fluid experience |
Posted by: The Munky - 10-10-2018, 11:50 PM - Forum: Obi Fluid
- No Replies
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Hey folks!
We are using Obi Fluid and Obi Ropes in our title Drunkn Bar Fight (https://store.steampowered.com/app/52855...Bar_Fight/)
We love it! Ropes is amazing! We are designing levels around the feature now.
Fluid has been working well for us also but even though the fluid behaves well, it doesn't look as good as it could or should. I had our programmer and our artist try to adjust the setting but both gave up before improving our situation.
I would be interested in hiring a contractor to help us make things look better using the Obi fluid package.
Do you have a recommendation for a contractor who can jump in and assist us with this task?
Keith
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Counting total particles into bucket |
Posted by: FamilyGamesTime - 09-10-2018, 03:29 AM - Forum: Obi Fluid
- Replies (1)
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Hi,
Using the Obi Fluid faucet and bucket example but with a lifespan of say 5 on the particles, how would I go about counting the total particles that have entered the bucket? This would include the particle count after the lifespan of the current particles expire and new particles are generated. Basically what I'm trying to do is allow the user to move the bucket and calculate a score based on how many particles enter the bucket in total. The liquid stream may come in bursts (e.g. 500 in 1 second, then the particles are expired and another round comes a few seconds later), or it may be a constant stream but just 500 active particles at any one time.
So if they catch all the particles in the first stream I want the score to be 500, then those particles expire, and if they catch all the particles in the second stream the score would be 1000.
I've used the collider example and tested if the collider is the bucket, which gives me a current total count in the bucket. Because the ID of the particles are reused when the expire, I can't keep a list of all particle IDs that have collided with the bucket.
Is there some sort of OnExpire event I can hook in to? This way I could check at expire time if the particle is colliding with the bucket and add 1 to the overall score.
Thanks.
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