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Unstable chain attachment
Forum: Obi Rope
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Rope pinned to two dynami...
Forum: Obi Rope
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the Obi cloth has some co...
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Suggestions for Performance |
Posted by: coverclubmedia - 20-02-2018, 02:27 AM - Forum: Obi Cloth
- No Replies
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Hi,
I've got a rigged up character with a robe and I really like the look, however once I add in a few more of the same character things drop dramatically. There is no way I could incorporate this amount of CPU loss into my game. I have a roster of 7 characters who will need at most 2 cloth scripts and 1 solver each, plus several NPC on a screen this could total around max 20. I've got it down to 5 interations total for each solver all seem to run better in Late update, and time is set to .02 in unity.
Am I dreaming with this idea with your asset? I currently have it working with Unity cloth and it's performance is pretty good but the bugs, crashes and look of it is not as nice.
Any tips or documentation that could help would be great.
Edit: I've watched the video about tweaking it and it helped but even still 3 of those trenchcoat guys and it's tanking to 30FPS from 160FPS. Using my low poly character it sit's at 260FPS with one character, and two it drops to 60FPS.
Edit 2: there is this warning that is eating up a lot of that FPS: Obicolliders used by obisolvers simulating in local space cannot be shared by multiple solvers. please duplicated... I don't quite understand that warning. I duplicated the entire character, including the colliders.
Thanks
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Character Cloth Issue |
Posted by: coverclubmedia - 19-02-2018, 08:02 PM - Forum: Obi Cloth
- Replies (2)
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Hello,
I have a couple images attached, any idea what is happening? I fear your asset does not work with my characters yet. I think it's scale, but I imported a new character without any rig scaling and it also was totally messed up looking.
I really wish you had made a video tutorial for the character cloth part it would have helped a lot.
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How to change particle skin radius via script? |
Posted by: a12345 - 18-02-2018, 10:56 PM - Forum: Obi Cloth
- No Replies
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Hi,
I have a character cloth that I have given a high skin radius of 0.5 to simulate during a certain part of the scene. However when I begin moving my character really fast, this high skin radius causes a separation in the cloth. I want to reduce the skin radius down to 0.1 just before my character starts moving really fast. Is there any way to change the skin radius of the particles of the cloth through script and not the editor?
Thanks
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Dll Problem |
Posted by: 13ee13 - 12-02-2018, 06:17 PM - Forum: Obi Rope
- Replies (1)
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Hi everyone
I start to use Obi Rope and import your asset but I see this error in console
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
and
DllNotFoundException: $
Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:32)
but I don't see that error in visual studio.I delete that errors after that I can play my game,I don't take any message.Will this be a problem in the future? What can I do ? I use windows 7.
Another things
1- Can we create rope while playing and connect this rope 2 gameObject's body?
2- Can we extend the length of the rope we are playing while playing
3- Can we break the rope with a certain weight or force and how can we do it
[b]josemendez[/b] answers
1.- Yes. See:http://obi.virtualmethodstudio.com/tutorials/scriptingactors.html
2.- Yes (there's a component, ObiCursor, that allow you to extend/retract the rope from any point in both directions.)
3.- Yes (the rope has a breaking threshold value in newtons. Once this value is exceeded, it will break automatically.)
can you record a video about that subject ? with video ,I can understand easier.
Thank you
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sequence of short ropes connecting pinned objects – problem with stretchiness/jitter |
Posted by: phoberman - 12-02-2018, 01:42 AM - Forum: Obi Rope
- Replies (1)
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Hi –
I'm building a vertical chain of ropes and pinned objects (object/rope/object/rope/object, etc) and the longer the sequence gets, the more elastic the rope gets (if the rigidbodies have a mass of 1) or the more uncontrollably jittery it is (if the rigidbodies have masses of less than 1).
I've gone through the documentation and forums looking for answers – the only suggestion I can find is to make sure that the masses of the rope particles are in a reasonable ratio to the rigidbody mass. But when I change the rigidbody masses to something small like 0.2, everything starts jittering – the more objects in the chain, the more jitter.
The only solution I've been able to find is to leave the rigidbody masses at 1, and set the Distance Constraints Stretching Scale of the ropes to something like 0.25. This works, although it makes everything jump around when the scene starts.
Is there something I'm missing? Suggestions?
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