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2D URP Renderer
Forum: Obi Fluid
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Yesterday, 08:32 AM
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Obi 8 feature list
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Null Reference exceptions...
Forum: Obi Cloth
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When To Add New Obi Solve...
Forum: Obi Rope
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11-10-2026, 07:57 PM
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A Few Obi Collider Issues
Forum: Obi Rope
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VR Meta Quest Lag issue
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Rope end caps
Forum: Obi Rope
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28-09-2026, 12:20 PM
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[Obi Fluid 7] URP Fluid R...
Forum: Obi Fluid
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24-09-2026, 07:47 PM
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Chains jitter when surfac...
Forum: Obi Rope
Last Post: josemendez
22-09-2026, 07:49 AM
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Rope Save Load
Forum: Obi Rope
Last Post: josemendez
22-09-2026, 07:36 AM
» Replies: 10
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| Positions Saving & Loading |
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Posted by: Loki_Priest - 16-01-2019, 05:03 AM - Forum: Obi Cloth
- Replies (2)
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Hello.
I need to save disposed positions of particles (or vertices) after closing the game and to load them when I start the game.
I managed to write actor's positions and obiCloth's meshVertices arrays to XML files and to read them.
But I faced with two problems:
1) It's ok to SetParticlePositions using the values from the file; but it was not possible to get changed positions of particles (I mean the position[] array doesn't change, however the real picture is ok while deforming the object). Maybe it's necessary to RequireRenderablePosition (or/and PullDataFromSolver), isn't it?
2) On the other hand, values of meshVertices array change when I deform the mesh, but I have no luck in changing them manually with the values from the XML file (I mean the clothMesh from ObiClothBase class).
Maybe I missed something important?
For clarity, here is an example of what I need:
1) I start my game with a ball.
[attachment=215]
2) Then I deform it (via the "finger" collider), save it, and quit the game.
[attachment=217]
3) When I open the game again I am to see the second picture.
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| Build errors with latest Unity |
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Posted by: Bluerex - 14-01-2019, 06:39 PM - Forum: Obi Rope
- Replies (4)
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Hi,
With the current asset store version of Obi Rope, I get build errors. I created a new, empty project, imported Obi Rope, then opened the solution and did a build, and I get the following errors:
Code: Error CS0308 The non-generic type 'Queue' cannot be used with type arguments Test F:\Unit Projects\Test\Assets\Obi\Scripts\Actors\ObiBone.cs 104
Error CS0246 The type or namespace name 'Stopwatch' could not be found (are you missing a using directive or an assembly reference?) Test F:\Unit Projects\Test\Assets\Obi\Scripts\Coroutines\CoroutineJob.cs 93
Error CS0006 Metadata file 'F:\Unit Projects\Test\Temp\UnityVS_bin\Debug\Assembly-CSharp.dll' could not be found Test.Editor F:\Unit Projects\Test\CSC 1 Active
Any tips on how to fix this?
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| T-Shirt Max Particles |
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Posted by: Gabe Tomsen - 11-01-2019, 01:24 AM - Forum: Obi Cloth
- Replies (1)
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Hi,
I´m trying use Obi Cloth with a mesh but I had to set de Max Particles number to 6544. Unfortunately, the scene became very slow and unresponsive. Any ideas?
Thanks in advance
all the best
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| Android ARM64 |
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Posted by: ickydime - 09-01-2019, 07:26 PM - Forum: Obi Cloth
- Replies (3)
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Since UWP is not supported I can't build to the Hololens. Instead I figured I'd try Magic Leap, given you support Android. Unfortunately, when I deploy using armeabi-v7a, the app throws errors saying libOni is x86 and needs to be x64.
Would it be possible to get a x64 bit of the Android .so to test it out?
I requested more details from MagicLeap as well: https://forum.magicleap.com/hc/en-us/com...to-Request
I've seen other 3rd party libraries provide the following in case it is helpful: aarch64-linux-android
Cheers,
Mark
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| How do you properly destroy an Obi Rope at runtime? |
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Posted by: SamMcG - 07-01-2019, 05:06 AM - Forum: Obi Rope
- Replies (4)
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If I try to destroy a rope simply using Destroy(gameObject), all other ropes using that solver stop working. I've tried using Solver.RemoveActor(rope), but that results in a whole bunch of weird problems. What is the correct way to go about this?
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| Performance optimisation and chain length questions? |
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Posted by: khos85 - 05-01-2019, 06:55 PM - Forum: Obi Rope
- Replies (3)
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Hi,
I recently started using Obi rope, works well so far. I have a couple questions if that is ok:
Performance optimisation and chain length questions:
I took the sample chain from the chains scene, imported to my own scene. At runtime I notice that with the chain enabled I get around 250 FPS, if I disable the chain components then FPS goes back to 360-420 FPS, there seems to be a huge performance hit. I have tried to play with settings but but I can't seem to improve performance. Can some one help me with which settings I should look at?
Also for the same scene above, how do I lengthen the chain? I can't seem to do that (I could with a new rope).
I would appreciate any pointers for the above.
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