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  Q: Is (connected)massScale supported?
Posted by: ArYes - 30-03-2018, 10:31 AM - Forum: Obi Rope - No Replies

Hi,
I'm looking for good rope physics system and looks like yours is the best, before I purchase I have one question.

Is massScale supported on rope as is on all other default Unity joints?

I will be creating an controlled object which is pulling(/towing) another object via rope , this pulling must feel like pulled object's mass is really low, while this object still interact with other objects in scene as heavy. This is usually done in unity via setting massScale and connectedMassScale on joints.

Is this or something similar supported/possible with Obi Rope? 

Thank you!

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  Using 360 VR Capture, But no fluid rendering
Posted by: corbinyo`` - 28-03-2018, 03:27 PM - Forum: General - Replies (2)

Can anyone explain why Obi Fluid doesn't render out when I use this 360 Capture  asset to capture my scene in 360?

Would is be because of mono and stereo capture? If so should I be capturing in Mono of stereo?

Thank you!

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  Using 360 VR Capture, But no fluid rendering
Posted by: corbinyo`` - 28-03-2018, 03:27 PM - Forum: General - No Replies

Can anyone explain why Obi Fluid doesn't render out when I use this 360 Capture  asset to capture my scene in 360?

Would is be because of mono and stereo capture? If so should I be capturing in Mono of stereo?

Thank you!

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  How to align the first 2/3 and last particles of a rope to do a realistic cable ?
Posted by: Darkroll - 28-03-2018, 08:57 AM - Forum: Obi Rope - Replies (3)

Hi,

I'm trying to do a RJ45 cable using Obi Rope. The thing is that I need to have a plug male on each side ( Start and End ) with their own scripts so I can't use the Start and End prefab feature of Obi Rope.

The first thing I did was to use Pin constraints which is working well in terms of logic. I can grab both start and end plugs and the rope. But in terms of realism, it's not good because pin constraint is on a particle so the cable is able to turn all around a plug.

So, I'm currently using the same logic that the moving ropes in the "RopeShowcase" sample scene by putting the rope as a child of a plug and using an Obi Handle and two fixed particles to force the cable to be aligned with the plug.

Here is what I have now.

[Image: 1522222496-what-i-want.png]

But I'm able to do it only on one side because, of course, the rope can't be a child of the start and end plug at the same time.

Also, if I grab the cable, the plug doesn't move according to it like when I'm using pin constraint. Which is logical because of the parenting and the Obi Handle.

I'm really out of ideas to manage how doing it by myself so if you can help me Sonrisa  

Thanks !
Killian

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  Moving cloth with colliders
Posted by: Ravenshadow - 25-03-2018, 10:41 AM - Forum: Obi Cloth - Replies (4)

Hello! I've started using Obi for cloth and its great. I have a quick question though.
I have some drapes set up to blow in front of spooky windows and I want to add the ability for the user to pull them aside with his hand (in VR).
Can someone point me in the right direction for that? I can't seem to figure out how to get colliders to move cloth.

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  Problem with drawing rope curve
Posted by: wijnandvantol - 24-03-2018, 08:32 PM - Forum: Obi Rope - Replies (8)

Hi, 
I just bought obi rope, and the tutorial / samples say I can draw a curve to create the rope.
But both curves (catmull and bezier) don't show any handles to edit the curve in the editor.
Any ideas whats going wrong? Any settings I should check?
I'm using Unity 2017.3

-Wijnand

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  Can Obi Cloth float on water?
Posted by: evera.hart - 24-03-2018, 07:26 AM - Forum: Obi Cloth - Replies (2)

Obi Cloth looks fantastic! Can the cloth float on water (not Obi Fluid, just default Unity water) while a rigidbody sits on top of the cloth? (So the cloth is affected by both the rigidbody and water's waves.) 
Would this be too rendering intensive or is there a way to pre-bake the water and cloth together?
Thanks! Sonrisa

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  Obi collider
Posted by: Caldor - 24-03-2018, 01:11 AM - Forum: Obi Fluid - Replies (5)

What if an object has more than one collider. Say it has 50... it seems that adding an Obicollider is not enough. Does one Obi collider really only support one Unity collider? Any ways around this?

I am trying to make it possible to grab one of the buckets in the faucet example, but it gives some issues since the mesh collider is set to kinematic.

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  Option for a 3 in 1 package?
Posted by: Caldor - 22-03-2018, 07:46 PM - Forum: General - Replies (2)

While I like that its possible to buy the 3 Obi assets individually, I also think it would make sense to sell all 3 in one package as well. Not to replace those 3 assets, but to sell all 3 in one, maybe as a package deal.

I would like to buy all 3, but if there was an asset with all 3 included, I would be much more likely to buy all 3 at first, instead of buying one, try it out, and then wait with the next asset, even though I do think I would eventually buy all 3 anyway.

I know other sellers / providers on the Unity Asset Store make several individual assets, and then sometimes make one big package that include several of these other assets. It will require you to update this big collection every time just one of the individual assets are update... or at least that would be nice if you did, but other than that there does not really seem to be any downside to this I would think.

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Sorprendido Why obi doesn't work in Gpu ?
Posted by: IGStudios - 22-03-2018, 04:01 PM - Forum: General - Replies (2)

Hello, im owner from Ineffable Game Studios. And im wondering this question: Why obi doesn't work in Gpu ? why working in cpu ? it's a good think or bad think ? In the Internet, according to research, Cpu vs Gpu compares to Gpu is better than Cpu.

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