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Problems with pin constraints |
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Posted by: fahyc - 13-06-2018, 09:08 PM - Forum: Obi Rope
- Replies (2)
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I'd say I'm a somewhat experienced Obi user, but I've been having a lot of trouble setting up one of my objects with Obi. It is a single prefab with multiple rigidbodies that are connected with multiple ropes using pin constraints on each end. They all use a single solver. I'm using obi rope 3.4 and unity version 2017.3.1f1. So I have a bug report, a question, and a comment.
First, there seems to be some sort of dummy particle on these ropes at the origin. Whenever I try to pin the particle at the origin of the rope, (local position 0,0,0) the particle will just not have the pin reference when I hit play. It will be back when I hit stop. I figured out that to fix this I need to simulate the rope for a few steps, select the particle at the origin end of the rope then, and then reset the rope and apply pin constraint changes to that previously selected particle.
Second, it seems like some pin constraints are just ignored by the solver. When I hit play they will still be there in the inspector, and if I check visualize the blue dotted line will connect to the correct spot on the object, but the rope just acts as if it isn't there. The pin constraint on the other end of the rope still works fine. This is one I haven't found a reliable workaround for. Sometimes creating a new rope from scratch works. I think breaking the prefab instance and then re-applying worked once for this bug as well, but it may have just been the previous bug and I know it isn't a reliable solution. Do you have any insight about what might cause this to happen?
Finally, and this is more of a comment, I'm not a fan of your lack of error messages. For example I see in your Kanban that you have been planning to add support for multiple colliders since last October. The fact that you didn't support that was news to me when I finally stumbled on the board after hours of tinkering trying to figure out why my object was exploding and crashing unity. I'm sure you'd get a lot fewer irritable developers complaining about ease of use if the black box sometimes explained what was going wrong.
Oh, one more thing, when I simulate the rope in edit mode (cool feature by the way) it almost always ends up either crashing unity or freezing it after a few seconds. I can step through it without problems - just the continuous playing that seems to be the issue.
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Instantiate from Prefab - Each end into position |
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Posted by: Jerth - 12-06-2018, 05:55 PM - Forum: Obi Rope
- Replies (3)
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Hey feel free to send me to other places to do more reading. Or re-reading. I may have missed the answer elsewhere! But I have been struggling for a week now.
I have a similar goal to the user in this thread although I'm not getting a flat crash. Sometimes I get a performance bog down and THEN crash... Anyway.
TL;DR I am simply trying to spawn a rope from a prefab, in precise position, but it keeps tearing.
The Problem, longer version: - I have prefab of a rope just the way I like it. Would rather not generate the rope from code (using the stuff in the Helper script). Anyway, it is in a gameobject with its own solver.
- And most importantly, this prefab rope has two gameobject children: call them BlockA and BlockB. These blocks represent the start and end of the rope. Each particle tip of the rope is constrained to their blocks. So far so straightforward.
- The idea is... tie TWO objects together easily. By attaching / childing the blocks to those objects. I can use the ObiCursor to changelength no problem.
- In other words... I aim to create a function that accepts two vector3 positions and then creates an appropriately sized rope between them. Or in other words again, imagine two objects floating around, but then when the user presses SPACEBAR the two objects have the prefab rope spawned between them, each with a Block childed' to it.

- First question: What do I need to watch out for? Surely connecting two objects at runtime is a somewhat common application of Obi Rope.
Spawning a rope prefab connecting two objects (mostly by managing Gameobject block ends) has proven difficult! I mean, I have learned in these forums (or, Taiga forums) I have to disable the actor to teleport rope. OK. And at one point I crashed my computer with one batch of code - and no, it wasn't using any WHILE loops I think it was partly because I tried turning TEARABLE = false. But that's not the only reason my system bugged out I'm sure. It's not a parent/Child feedback thing either I don't think; because the Blocks do not REMAIN children in my code - they are parented away to OTHER objects. So they shouldn't be moving with the prefab anymore - which would move the rope - which would move the transform and cause vicious feedback I'm sure...
Anyway. I do think part of the problem is that I transform the ends of the rope in just a couple frames. I mean, I have to do this because I want the rope to spawn apparently instantaneously. Unfortunately right now I do this: (a) Spawn the rope in approximately the right space, but then (b) Quickly teleport the edges into position, and then the rope TEARS every time.
So...
2. Second Question: Suppose I'm doing everything else right. But my rope is indeed being torn by the act of transforming the blocks to which its ends are constrained... is there another way to get each end immediately into their proper position? For that matter, I may need to iterate through each particle and specify its location - so the whole thing is in position... Is that it?
PS.
If you can see the picture attached, that might help. Note that the final position of the rope might mean using the ObiCursor real quick too. Because the desired length might be longer or shorter. But again, getting the correct length has not been much of a problem for me.
Any help would be appreciated.
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| Unity 2017 OBI Fluid and Leap Motion Hand Controller |
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Posted by: FlorianP - 08-06-2018, 11:04 AM - Forum: Obi Fluid
- Replies (3)
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Hi everyone,
I have bought the OBI Fluid Package on the AssetStore and it works pretty well with the example scenes. Now I want to add my Leap Motion Hand Controller to the scene, to interact with the Fluid Emitter.
I added a box collider to the hands and recreated the FaucetAndBucket-Example of the bucket. So I added also an rigidbody, obi collider and so on. But there is no collision with the hands.
I hope you can give me some advice to achieve my goal.
Thx in Advance
Florian P.
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| Fluid is gone in all scenes |
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Posted by: veelox - 06-06-2018, 06:54 AM - Forum: Obi Fluid
- Replies (4)
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I've been making many changes to my project for a couple of weeks... not all of them have been committed to git or documented. Unfortunately, I just noticed a severe issue with Obi Fluid in my project. Fluid will not render in any scenes in my project, not even in Obi's own sample scenes. The only thing I've seen that can kind of get the fluid to show up is by checking Render in an Obi Particle Renderer in one of my scenes. But even that made it so that the fluid only shows up in the sky, which makes no sense to me. Moreover, I cannot see the fluid in the Scene tab; only in the Game tab.
I am very confused by all this... I must have altered some kind of setting which affects how fluids are emitted or rendered or something. Where can I look to determine the root cause of this issue?
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| DLL Access Violation |
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Posted by: KleptoLizard - 31-05-2018, 11:16 PM - Forum: General
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Hey there.
I'm experiencing numerous crashes both of the Unity Editor and of the built executables.
When I load a scene with a simple Fluid Jet simulation, it crashes to desktop about 50% of the time.
When I try to build with that scene open, it crashes every time.
Finally when the executable is built (by ensuring that I'm on a MainMenu scene when building), it crashes when it enters the scene with the Fluid Jet.
I tried to attach the crash.dmp and error.log to this post but it says that type of attachment is not allowed.
It gives the same message when I try to attach a rar archive.
Thanks in advance for your help.
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| Bugs with cloth collision detection |
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Posted by: OrwellVR - 31-05-2018, 10:39 AM - Forum: Obi Cloth
- Replies (2)
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Hi!
We are a studio developing a VR soccer game, and after upgrading the project to unity 2018.1.0f2 we found out the soccer net is having some inconsistent behaviour.
Basically it stopped being an actual collider (the balls just pass through it) but sometimes it moves the net anyway.
It was working properly before the upgrade, we already double checked the phase, collision layer, reinstalled plugins and unity, and tried to bump up the collision iteration, but it doesn't seem to change anything.
The net has a small number of polys (168 vertices created from the obi mesh topology) to work well with the vr limitations, but it shouldn't have problem with collisions, since we used this method for a lot of other iteration of this project.
Also moving to 2018 showed some strange errors in the console, saying that ObiParticleBaker and ObiParticleRenderer doesn't exist even if their component seems to work properly.
We are close to a deadline and we really could use some help or customized support, let me know if you need to have more information or you need a light sample of the scene.
Thanks!
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| Holes in the mesh corners when using proxies |
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Posted by: Sewy24 - 28-05-2018, 01:30 PM - Forum: Obi Cloth
- Replies (16)
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Hello,
first of all, great asset!
I am currently trying to integrate Obi cloth to our project and I am dealing with this problem:
- 1. When I create a box-like mesh on the pic1, and using proxies to simulate only one side, there is a little distortion of lengths at the corners (any bigger angles) pic2.
- 2. When I create the same box-like mesh in the curved shape (in proxy, I simulate the "inside"), in simulation, the edges are unwelded and there are holes at the corners ((any bigger angles) pic3 (only example, it can happened next to the pinned or next to the unpinned as well). This is always happening on the same position (until re-initializing, then it can move somewhere else)
(Both meshes are not skinned.)
- 3. When applying the same to the trenchcoat from your demo (switching the Skinned Mesh Renderer to Mesh Renderer to have the same state) there are no holes (only distrotion from 1st bullet occures)
The 1st bullet is not much an issue so far (though if you have solution for the edge distortion, It would be perfect)
2nd bullet is a big issue as you can see, we cannot use it in that state. It's best visible on the curved meshes.
Please, do you have any idea, where the problem is? The meshes are basic and were created in 3D max - box and extruded half-cylinder .
All cloths have the same Solver and same parameters.
Thanks!
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