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  Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist?
Posted by: jabza - 15-07-2018, 08:25 PM - Forum: General - Replies (1)

Hi,

After updating to Unity 2018.2.0f2 I now get the following errors every time I open my scene:

Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
Menu Component/Physics/Obi/Obi Particle Renderer can't be checked because doesn't exist

Is there any way I can supress this, as it doesn't appear to affect anything.

Thanks!

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  Can't edit skin on Particle Editor
Posted by: adev eloper - 11-07-2018, 11:22 AM - Forum: Obi Cloth - Replies (7)

Hi,
I have recently purchased Obi Cloth and I am testing it for a clothing simulation project. It looks promising but I am unable to figure out why the skin properties values don't retain the values I set.

I have attached a couple of screenshots of the particle editor. Can someone help?

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  Collisions whit Rigs
Posted by: davedrack - 11-07-2018, 05:55 AM - Forum: Obi Fluid - Replies (1)

Hi, I'm having some troubles trying to make a fluid collide with a rig

Does it work with rigs at all?

All the geometry has mesh and obi collider

It works fine with external objects but it doesn't work on the rig

any advice?

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  Large forces causing objects to fly
Posted by: StevenHolwerda - 05-07-2018, 04:14 AM - Forum: Obi Rope - Replies (2)

I'm using obirope to model the steel cable of a crane and the metal chains that are used to connect the crane's hook to a load. This is a VR experience created using unity.

It isn't uncommon for the load to be catapulted into the air because the chains begin to move erratically. This was happening when I 'teleported'/changed the transform of the loads. I made the loads kinematic for half a second until the chains lost their kinetic energy to solve this issue but it is still happening for other reasons, for example, when the chains are pushed into the load (often by the user who can hold the link at the end of the chain to attach it to the crane's hook).

Is there any way to restrict the amount of force the rope can apply to an object/any other way that people have dealt with this?

here's an image of the load referred to: 
[attachment=146]

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  BackHome
Posted by: usernameHed - 22-06-2018, 03:04 PM - Forum: Made with Obi - No Replies

Hello ! I would thank you, obi rope creator.
We have managed to create in 3 month, a physics platformer 2d game with 2 players, connected with... a stretchy/relax/shrinking/expandable rope !

here the itch.io:
https://usernamehed.itch.io/backhome


The difficult part of our project was: the physics... Every tiny change (in jump height, rope tensity), was game breaking.
The elasticity of the rope made the game fun, but very hard to make, in terme of having a good gameplay feeling. (don't frustrate the players, but don't let them to much power when moving).
Also a balancing move was difficule to program (make a pendulum movement)

If interested, you can see my post on my portfolio, you can see every video of the early prototypes (and even a video at then end explaining a little bit how I have overcome some gameplay problem with the rope):
http://www.belfiore.ovh/create/portfolio-rhan.php

PS: here a little exemple of what i had achieved in the past when creating rope...
https://www.youtube.com/watch?v=4u3Ewu6XIxU
It was good, but very hard to program a good rope. Nothing like Obi Rope !

Thanks you again, see you !

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  Stop/restart emission, force to particle
Posted by: sazatai - 19-06-2018, 04:09 AM - Forum: Obi Fluid - Replies (2)

Please excuse for my question.

I read the document and get the particle rendered as fluid. really nice.
Now I would like to add following function but can't find how to do that.
Could you tell me how to do that? or already any script are exsisting?

- stop and restart particle emission
- change the gravity of all particles in runtime

Thank you in advance for your help.

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  Access violation crash!
Posted by: M. Hanssen - 18-06-2018, 12:09 PM - Forum: General - Replies (8)

We have a setup with 2 rope pulley systems where some targets are spawned dynamically, get pin constraints on the rope and get detached again when hit.
We get an access violation from libOni.dll on a regular base. Sadly the issue cannot be reproduced, but happens at random.

The crash exception states:

Quote:libOni.dll caused an Access Violation (0xc0000005) in module libOni.dll at 0033:3ea5f48b.

The code we use to attach and detach pinpoint constraints is:

Code:
public override T Spawn<T>(WorldObject worldObject)
   {
       T genericSpawnedObject = base.Spawn<T>(worldObject);
       HitablePulleyWorldObject spawnedObject = genericSpawnedObject as HitablePulleyWorldObject;
       if (spawnedObject != null)
       {
           ObiPinConstraintBatch batch = (ObiPinConstraintBatch) PinConstraints.GetFirstBatch();
           if (batch != null)
           {
               PinConstraints.RemoveFromSolver(null);
               int index = GetClosestParticleIndex();
               if (index >= 0)
               {
                   batch.AddConstraint(index, spawnedObject.GetComponentInChildren<ObiCollider>(), Vector3.zero, 1);
                   spawnedObject.RopeParticleIndex = index;
                   spawnedObject.PinConstraints = PinConstraints;
               }
               PinConstraints.AddToSolver(null);
               PinConstraints.PushDataToSolver();
           }
       }
       return genericSpawnedObject;
   }

   private int GetClosestParticleIndex()
   {
       int result = -1;

       float closestDistance = float.MaxValue;

       for (int i = 0; i < Rope.invMasses.Length; i++)
       {
           if (Rope.invMasses[i] > 0)
           {
               float distance = Vector3.Distance(Rope.GetParticlePosition(i), transform.position);
               if (distance < closestDistance)
               {
                   closestDistance = distance;
                   result = i;
               }
           }
       }
       return result;
   }


Code:
private void DetachFromRope()
   {
       ObiPinConstraintBatch batch = PinConstraints.GetFirstBatch();
       if (batch != null && RopeParticleIndex < batch.ConstraintCount)
       {
           PinConstraints.RemoveFromSolver(null);
           batch.RemoveConstraint(RopeParticleIndex);
           PinConstraints.AddToSolver(null);
           PinConstraints.PushDataToSolver();
       }
       Object.Destroy(GetComponent<ObiCollider>());
   }

The .dmp file link is: https://we.tl/nJRKIzrFSm, I really hope you can help us fix this issue!

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Pregunta how to simulator paper?
Posted by: phields - 18-06-2018, 09:43 AM - Forum: Obi Cloth - Replies (5)

Hello,
I'm looking for some way to simulator the cloth like a piece of paper.

Which Constraints should I use?
Thank you!

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  Problems extending rope
Posted by: Butter1484 - 16-06-2018, 02:28 AM - Forum: Obi Rope - Replies (7)

I recently started prototyping for a project I would like to work on and needed ropes and chains so I purchased ObiRope. I looked at the Crane sample and read the documentation on extending the rope from a cursor, but I am having some difficulty getting it to work. From what I understood from the documentation, I need to add an Obi Rope Cursor component and make sure Obi Rope has Pooled Particles. I have set the Pooled Particles to various values but it does not change how far I can extend the rope. It always changes itself to be between 0 and 20 when I start to extend or retract the rope. I'm not sure if I missed something or if it just is not behaving like it should be. I am using Unity 2018.1.4f1 and Obi Rope 3.5

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Corazón Fluid is lost when running on iPhone
Posted by: cowill - 15-06-2018, 09:56 AM - Forum: Obi Fluid - Replies (2)

Hi, the scenes worked well in editor, but when I built it for iOS project, and run it on iPhone, all the fluid was lost.  Any help? Thanks.


Using obi fluid 3.4 , Unity 2017.3.1, iOS 11.3.1


Here are the logs from xcode:

Code:
2018-06-15 16:50:08.228383+0800 test[18079:7033551] [DYMTLInitPlatform] platform initialization successful
2018-06-15 16:50:08.273832+0800 test[18079:7033417] -> registered mono modules 0x105e55590
2018-06-15 16:50:08.450612+0800 test[18079:7033417] [Accessibility] ****************** Loading GAX Client Bundle ****************
-> applicationDidFinishLaunching()
2018-06-15 16:50:08.665330+0800 test[18079:7033417] Metal GPU Frame Capture Enabled
2018-06-15 16:50:08.666675+0800 test[18079:7033417] Metal API Validation Disabled
-> applicationDidBecomeActive()
Renderer: Apple A11 GPU
Vendor:   Apple Inc.
Version:  OpenGL ES 2.0 Metal - 52.3.2
GLES:     2
GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r
ead_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level  <OpenGL ES 2.0> ; Context handle -738010944
Initialize engine version: 2017.3.1f1 (fc1d3344e6ea)
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'

Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:14: Use of undeclared identifier 'gl_FragDepthEXT'

Note: Creation of internal variant of shader 'Hidden/BlitCopyWithDepth' failed.
WARNING: Shader Unsupported: 'Hidden/BlitCopyWithDepth' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitCopyWithDepth' - Setting to default shader.
WARNING: Shader Unsupported: 'Obi/Particles' - Pass 'PARTICLEFWDBASE' has no vertex shader
WARNING: Shader Unsupported: 'Obi/Particles' - Pass 'SHADOWCASTER' has no vertex shader
WARNING: Shader Unsupported: 'Obi/Particles' - All passes removed
WARNING: 0:6: extension 'GL_EXT_frag_depth' is not supported
WARNING: 0:79: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2)
ERROR: 0:213: Use of undeclared identifier 'gl_FragDepthEXT'

Note: Creation of internal variant of shader 'Obi/Fluid/DielectricFluid' failed.
WARNING: Shader Unsupported: 'Obi/Fluid/DielectricFluid' - Pass 'DIELECTRICFLUID' has no vertex shader
WARNING: Shader Unsupported: 'Obi/Fluid/DielectricFluid' - All passes removed
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Obi/Fluid/DielectricFluid' - Setting to default shader.
WARNING: Shader Unsupported: 'Obi/Fluid/Colors/FluidColorsBlend' - Pass 'FLUIDCOLORS' has no vertex shader
Setting up 1 worker threads for Enlighten.
 Thread -> id: 16c3f7000 -> priority: 1
UnloadTime: 5.650791 ms
WARNING: Shader Unsupported: 'Hidden/FluidThickness' - Pass 'FLUIDTHICKNESS' has no vertex shader
Obi Fluid Renderer not supported in this platform.
Obi.ObiFluidRenderer:Setup()
Obi.ObiBaseFluidRenderer:OnPreRender()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ArgumentNullException: Argument cannot be null.
Parameter name: material
 at UnityEngine.Rendering.CommandBuffer.Internal_DrawMesh (UnityEngine.Mesh mesh, Matrix4x4 matrix, UnityEngine.Material material, Int32 submeshIndex, Int32 shaderPass, UnityEngine.MaterialPropertyBlock properties) [0x00000] in <filename unknown>:0
 at UnityEngine.Rendering.CommandBuffer.DrawMesh (UnityEngine.Mesh mesh, Matrix4x4 matrix, UnityEngine.Material material, Int32 submeshIndex, Int32 shaderPass) [0x00000] in <filename unknown>:0
 at Obi.ObiFluidRenderer.UpdateFluidRenderingCommandBuffer () [0x00000] in <filename unknown>:0
 at Obi.ObiBaseFluidRenderer.OnPreRender () [0x00000] in <filename unknown>:0

(Filename: currently not available on il2cpp Line: -1)

There is an error saying material cannot be null, but I could not figure out how to fix it.

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