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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)
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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)
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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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Performance degradation |
Posted by: Nightfall - 15-04-2024, 03:03 AM - Forum: Obi Cloth
- Replies (6)
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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)
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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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Recycle particles that dropped out of bound |
Posted by: kodra - 11-04-2024, 03:30 PM - Forum: Obi Fluid
- Replies (1)
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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)
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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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