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can you remove particles ...
Forum: Obi Softbody
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09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
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08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,008

 
  Exclude some particles from mesher (but not from simulation)?
Posted by: kodra - 17-04-2024, 11:28 AM - Forum: Obi Fluid - Replies (1)

Is there a flag on the particle that I can set to make it been excluded from the mesher, but not from the simulation? In other word I'd like the particle to be simulated, but hidden.

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  The skin backstop changes made through the script are not reflected on the screen.
Posted by: ziziza93 - 17-04-2024, 02:35 AM - Forum: Obi Cloth - Replies (1)

Hello,
I changed the skin backstop value in the blueprint to -0.05 and then back to 0 after 3 seconds.

After running the script, I checked with blueprint edit and the value has changed, but it is not reflected on the screen.
Do I need to run the updater separately?

Code:
        var skinnedCloth = clothInstance.GetComponent<ObiSkinnedCloth>();
        var constraints = skinnedCloth.GetConstraintsByType(Oni.ConstraintType.Skin)
            as ObiConstraints<ObiSkinConstraintsBatch>;
        var skinBatch = constraints.batches[0];
        for (var i = 0; i < skinBatch.activeConstraintCount; ++i)
        {
            skinBatch.skinRadiiBackstop[i * 3 + 2] = -0.05f; // backstop sphere distance
        }
        await Task.Delay(3000);
        for (var i = 0; i < skinBatch.activeConstraintCount; ++i)
        {
            skinBatch.skinRadiiBackstop[i * 3 + 2] = 0;    // backstop sphere distance
        }

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  Can I manage multiple colliders with a single Obi collider?
Posted by: ziziza93 - 16-04-2024, 04:09 AM - Forum: Obi Cloth - Replies (3)

Hello, I attempted to use a mesh collider in conjunction with the Obi SkinnedCloth, but I ran into performance issues, so I'm looking to utilize sphere colliders instead.
I've succeeded in placing colliders according to the shape of my mesh;
however, I haven't found a way to manage the sphere colliders that were generated through the Obi collider.

As shown in the attached image, is it possible to manage the sphere colliders that were added as game objects with a single Obi collider?



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Exclamación Rope not rendering
Posted by: Eddie - 15-04-2024, 05:33 PM - Forum: Obi Rope - Replies (3)

Hi, I've been trying to implement a cable that lifts a boat on the scene but for some reason I can't understand why, the rope keeps disappearing at run time and once I try to play the scene, the rope even disappears from the editor. 
To give full details, I've recorded a video showing my problem, I would truly appreciate your help on this.

Link to the video: Rope not rendering

Thank you.
Eddie

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Bug Collision bug
Posted by: bozdo - 15-04-2024, 11:21 AM - Forum: Obi Softbody - Replies (8)

Im developing a game about splitting softbodies. When a player clicks on a softbody Im destroying it and spawning 2 more smaller softbodies. The problem is that when im doing this some softbodies just dont collide with each other at all like they have some kind of collider filter. I've tried:
 1. Increasing solver substeps, increasing Particle Collision iteration count
 2. Spawning and destroying softbodies with some delay
 3. Spawning and destroying softobodies in solver.OnPrepareFrame
 4. Increasing particle radius,
and still nothing.

Obi Softbody 6.5.4
Unity 2022.3.13f


im not sure how to insert videos here so only screenshot for now
   

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  Performance degradation
Posted by: Nightfall - 15-04-2024, 03:03 AM - Forum: Obi Cloth - Replies (6)

Hi,

I am creating an iOS app using Unity as a Library.

There is a body model in the Unity scene that is pre-loaded with the following structure:

Root Object (Obi Solver, Obi Fixed Updater)

  • Bone Object

  • Mesh Object (Mesh Collider, Obi Collider)
In this setup, I want to dynamically load an Addressable cloth prefab (Obi Skinned Cloth, Obi Skinned Cloth Renderer) under the Root Object. However, I'm experiencing performance degradation over time after the prefab is loaded.

Is there a way to resolve this issue?

Thanks in advance.

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  Closed path length change jitter
Posted by: bsmcmath - 14-04-2024, 04:26 AM - Forum: Obi Rope - Replies (2)

Hi, this is a great product. I will probably get all the modules at some point.


When ChangeLength is called on a cursor for a closed path rope, it always results in a glitchy jittering knot.

The knot always appears at the start/end point no matter the cursor or source mu.

ChangeLength to the same rest length causes it.

RebuildConstraintsFromElements has no effect.

Recreating the blueprint, rope component, or cursor have no effect

I don't run into any problems with open path ropes.


Any help would be appreciated!

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  Rope Rotating Wrong
Posted by: camden64 - 13-04-2024, 05:41 PM - Forum: Obi Rope - Replies (2)

Hi,

I have an Obi Rope using a chain renderer that acts as a machine gun's ammo belt.

It works pretty well, but the chain prefabs don't point the correct way when pointing the gun up or down (side to side works). 

Please see the video below for a visualization. The attached screenshots show the Solver and Rope components, but I haven't altered anything major that I'm aware of.


[video=youtube]http://https://youtu.be/DwaLkp72EJc[/video]

---

I look forward to hearing back from you, I've been enjoying all of the Obi assets so far, thanks!

-Camden



Attached Files Thumbnail(s)
           
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  Recycle particles that dropped out of bound
Posted by: kodra - 11-04-2024, 03:30 PM - Forum: Obi Fluid - Replies (1)

It seems that the only way to control a fluid particle is via "Lifespan" parameter. I think it would be convenient if there is an option to provide a bounding box and all the particles go outside are recycled.

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  Use obi rope to generate player lines
Posted by: Jack Li - 11-04-2024, 02:48 PM - Forum: Obi Rope - Replies (3)

I am currently working on a small fishing game using Obi Rope and seeking some advice. Inspired by the RopeGrapplingHook, I'm creating a rope based on the player's lines. My approach involves continuously altering 'cursorMu' between 0.1 and 0.9, along with adjusting 'ChangeLength', to achieve consistent contraction of the rope from both ends. However, I'm encountering a significant challenge: the rope vibrates intensely and behaves unpredictably during generation. I've used a custom outline from a sprite to create a mesh collider. I need to reel in the fish slowly, just like it's shown in the video. If I don't, the fish ends up slipping through the collider of the rope.Could anyone offer insights or suggestions on how to optimize and address this issue?

Thanks in advance for your help!

here is my game video:

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