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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
Yesterday, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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Is it possible to impleme...
Forum: Obi Rope
Last Post: chenji
27-08-2025, 10:13 AM
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How to solidify particles |
Posted by: Jaakk0S - 22-05-2024, 08:55 AM - Forum: Obi Rope
- Replies (4)
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Hi!
![[Image: rope-issue.png]](https://i.postimg.cc/Twvs8Sw-B/rope-issue.png)
The picture should show what I am tryng to achieve. My rope consists of two parts:
1. A static rod that is attached to the character's left hand
2. A dynamic rope that starts from the character's left hand
The rope is dynamically generated using two control points with tangent vectors, so the rope path points out from the character's hand to the correct direction. The rope attaches to the hand using a static attachment. This part works flawlessly.
However, after physics the rope is hanging towards the ground from its attachment. I would like it to be stiff in the first few particles, then loosen up, gradually, if possible. The first particles in the attachment should respect the original path direction.
How would you suggest I achieve this? Maybe adding some constraints to the first particles. I don't know how to do this, it gets complicated.
Here's the blueprint generating code.
Code: this.Blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
this.Blueprint.resolution = 0.7f;
this.Blueprint.pooledParticles = 200;
this.Blueprint.thickness = 0.04f;
this.Blueprint.path.Clear();
this.Blueprint.path.AddControlPoint(ropeHolderLocalPosition, -ropeHolderLocalPosition, ropeHolderLocalPosition, Vector3.up, 0.1f, 0.1f, 1, collidesWithEverythingFilter, Color.white, "left-hand");
this.Blueprint.path.AddControlPoint(this.ParticleRope.transform.InverseTransformPoint(this.RopeAttachment.transform.position), -hookLocalPosition, hookLocalPosition, Vector3.up, 0.1f, 0.1f, 1, collidesWithEverythingFilter, Color.white, "hook");
this.Blueprint.path.FlushEvents();
yield return this.Blueprint.Generate();
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Chain Scene not physics not working properly |
Posted by: bhanu@audichya - 21-05-2024, 01:07 PM - Forum: General
- Replies (1)
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Hello in chain scene I want to replace chain with sword instead of sphere used in scene for now I have used cubes to depict the scenario.
What is happening in current scenario is that if I move chain too fast the cube lost track and stop acting on physics always faces ground rather than facing with the direction of chain(i.e. No centrifugal force is applied on cube with respect to chain). But if moved slowly it is properly behaving with laws of physics.
Please help if there is any solution for this. BTW awesome package.
Thank you.
Here is video link for your reference.
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Fluid renders in editor, not in build |
Posted by: Terabytetim - 17-05-2024, 02:37 AM - Forum: Obi Fluid
- Replies (10)
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We are using OBI on the standard render pipeline. Our water renders fine in-editor, but when built is invisible. There are no shader or burst related errors in the player log. I've also disabled all shader stripping.
Does anyone know why water would render in the editor but not a build, besides shader stripping?
I've tried reaching out to the OBI team about this, but their mailer is blocking me as spam with the following error:
Code: mail-node.dondominio.com gave this error:
Decision Engine classified the mail item was rejected because of IP Block (from outbound normal IP pools) -> 554 5.7.1 Service unavailable; Client host [40.107.236.120] blocked using bl.spamcop.net;
We had been talking, but after a few E-mails back and forth they started rejecting my E-mails as spam.
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Change size of spheres using Softbody |
Posted by: charlieatron1 - 15-05-2024, 06:52 PM - Forum: Obi Softbody
- Replies (4)
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I'm trying to make a simulation of many sphere-shaped cells that swim around and squish into each other, with each sphere being a Softbody actor in a single Solver. Ideally I'd like to be able to change the size of a single cell during runtime, for instance if one eats a food particle it will bump up in size slightly. The bigger cell would push other cells out of the way as it takes up more space.
I did see one other post on the forum saying that scaling the actors is not possible, but I'm wondering if there's any potential workarounds? I figured that spheres are a lot simpler than a detailed mesh, so it could be possible to achieve the same effect somehow through a force, constraint value, modifying blueprint, etc., but I'm not familiar enough with the plugin yet to know what to try.
Does anyone know how to achieve something like this, or have any ideas for things to try out? Or is this not possible? Thanks!
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Request a different way to spawn particles. |
Posted by: spikebor - 15-05-2024, 06:37 AM - Forum: Obi Fluid
- Replies (2)
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First, I want to use Obi particle as a way to shoot things > collect contacts > do gameplay things like apply damage.
But when I use the Obi Emitter, I see there is really heavy limitation.
It only has a speed value, albeit having a lot of shapes to spawn from, it still cannot do things like shoot a particle(s) with a target velocity.
The speed value tied to both spawn rate and particle speed.
That is: low speed value will spawn less particles, and the spawned particles also have less speed.
Big speed value will spawn more particles, and they fly with high speed.
This is not good, this leaves a hole where we want a low particle spawn rate, but travel at high-speed.
So can you consider add a scripting API that does Spawn(int count, float velocity);
Thank you!
Edit: Anyway, I think I should forgo this idea about using particle > collect contacts > do damage thing, this is better task for shuriken since it has no limit in collision size.
Obi particle can't have big size as I just tinker with the Granular blueprint, and found out that it can only go as far as max 1.
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