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Jittery edges on softbody
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 11:10 AM
» Replies: 5
» Views: 238
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Looking for suggestions o...
Forum: Obi Rope
Last Post: trentthebaker
25-05-2026, 06:16 PM
» Replies: 3
» Views: 128
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Obi Rope Contraint Settin...
Forum: Obi Rope
Last Post: josemendez
25-05-2026, 08:30 AM
» Replies: 2
» Views: 86
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Extend lifespan and strea...
Forum: Obi Fluid
Last Post: josemendez
22-05-2026, 06:27 AM
» Replies: 1
» Views: 119
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Water Tunneling Through M...
Forum: Obi Fluid
Last Post: josemendez
20-05-2026, 04:12 PM
» Replies: 1
» Views: 153
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ECS Physics/Graphics Supp...
Forum: General
Last Post: josemendez
20-05-2026, 02:00 PM
» Replies: 21
» Views: 2,141
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Oculus and Softbodies
Forum: Obi Softbody
Last Post: josemendez
19-05-2026, 01:01 PM
» Replies: 3
» Views: 295
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Issues with closed loops
Forum: Obi Rope
Last Post: N_U_P
17-05-2026, 07:22 AM
» Replies: 8
» Views: 1,052
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Editor Customizable Categ...
Forum: General
Last Post: Jawsarn
15-05-2026, 08:13 PM
» Replies: 3
» Views: 5,023
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Extending Grappling Hook ...
Forum: Obi Rope
Last Post: docgonzzo
15-05-2026, 03:03 AM
» Replies: 5
» Views: 684
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| Sticky Cloth Behavior |
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Posted by: hecali_aj - 28-11-2018, 04:47 AM - Forum: Obi Cloth
- No Replies
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Hello! I'd just like some advice to point me in the right direction.
I like to use Obi Cloth to make a sticker that you can peel, and maybe even tear when you peel it wrong.
Is it possible with Obi Cloth?
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| Android Performance Issue (Due to lots of particles) |
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Posted by: Tuna.Y - 27-11-2018, 08:04 PM - Forum: Obi Fluid
- Replies (8)
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Hi,
I am working on a project for a while and it's almost done. I was making test on my Samsung Galaxy Note 8 mobile phone and FPS was dropping a bit when I use 3500 particles in the scene. It wasn't a big deal until I tested on a slower phone...
I have tested the game on an HTC One M7. FPS was dropping around 0.5 when there are 3500 particles in the screen. Which makes game almost freeze and even closing the application is getting harder.
So, my question is: Is it possible to make particles bigger?
I'm using 1x scale 3500 particles now. Is it possible to make it 10x scale with 350 particles?
That's my only obstacle before releasing my game. I would be glad if we can figure it out.
(I'm using Simple2DFluid for better performance)
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| Newbie with a question or 2 |
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Posted by: gadgetkk - 27-11-2018, 05:01 AM - Forum: Obi Fluid
- Replies (2)
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Hi everyone,
Just bought Obi Fluid and playing around with it following the basic youtube video and the FAQs page and have a couple of questions...
1. Is the most recent how to video the one from October 2017 or is there a newer one? That video's menu's and components are not the same as i see in my version.
2. My game is going to be a 2D game, i do not see how to setup collisions with a 2D object (a cube for my playing around to learn it). If the object has a 3D collider then the particles collide just fine, but if i change the object to have a 2D box collider the particles go straight through. Ideas?
Thanks in advance.
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| Obi Rope 4.0 |
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Posted by: xpXdx - 23-11-2018, 11:18 AM - Forum: Obi Rope
- Replies (3)
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Hi Obi Team,
I saw the video on YouTube for obi rope 4.0 coming in a few weeks, just wondering it will be released soon?
I require the rods feature for a project.
Thanks
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| NullReferenceException - Prefab related? |
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Posted by: p3gamer - 23-11-2018, 08:50 AM - Forum: Obi Fluid
- Replies (1)
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Hello,
I have a prefab that contains an emitter, emitter shapes, a solver, and 2d sprites. I noticed that particles were rendering from an emitter shape that I had marked inactive. I also unchecked all emitter shapes and the particles still rendered. I then started to remove emitter shapes (which makes prefab no longer a prefab instance). Now when I am in game mode I get the following errors even though I still have a solver, emitter, emitter shapes.
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiEmitter.OnSolverStepBegin () (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:403)
Obi.ObiSolver.SimulateStep (Single stepTime) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:545)
Obi.ObiSolver.FixedUpdate () (at Assets/Obi/Scripts/Solver/ObiSolver.cs:745)
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiEmitter.UpdateEmitterDistribution () (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:258)
Obi.ObiEmitter.RemoveShape (Obi.ObiEmitterShape shape) (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:154)
Obi.ObiEmitterShape.OnDisable () (at Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs:76)
UPDATE:
I am able to reproduce the error. First I notice that when I uncheck the ObiEmitterShape from the emitter, it still renders the fluid (SimplefluidRenderer). Since I have an object that requires multiple emitterShapes, I created child objects under the single emitter so that I can move them around, etc. When I remove the ObiEmitterShape component from the single emitter object, that's when I get those NullReferenceException errors. To avoid this, should I create multiple emitters and add a single ObiEmitterShape component to them (1 to 1 setup) instead of having one emitter with multiple child objects that have the ObiEmitterShape component attached to them?
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| How to Render a Fluid behind a 2D object |
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Posted by: p3gamer - 22-11-2018, 06:10 PM - Forum: Obi Fluid
- No Replies
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I am trying to fill a glass container (2D) and also have a label that sits in front of the fluid (ie. soda bottle with a label). The issue is that the fluid is being rendered over the label even when I move the label closer to the camera (ie. change z position). I am using sprite renderer objects with sorting layers (ie. 1 = bottle, 2 = label), if that helps.
UPDATE:
I had to adjust the main camera's clipping planes which seemed to work.
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