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Forum: Obi Rope
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Pipeline that bends
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How to implement/sync Obi...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
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Obi Softbody instability?
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  Obi Rope + Ultimate Water System
Posted by: Galahad_druid - 12-01-2018, 07:39 PM - Forum: Obi Rope - Replies (1)

It is possible to apply forces to Obi Rope object?
I'm trying to make rope that float on water. I'm using the Ultimate Water System plugin and it has a component that apply forces to Rigidbodies to make them float.

Could ObiSolver code be modified to make this happen?

Regards
Thiago

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  Rope not working on mobile devices to drag objects
Posted by: imranbinazhar - 09-01-2018, 10:03 AM - Forum: Obi Rope - Replies (1)

I am using Obi rope to drag a ball from a car, it works fine on editor but when I build it on Android, the rope breaks. I don't know why is that happening. Need help.

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  Obi cloth crash
Posted by: Chaiker - 09-01-2018, 09:18 AM - Forum: Obi Cloth - Replies (3)

Hi there. I have obi cloth on characters and test scene, where i press key and enemy spawns at point. And when it spawns in other enemy (just same point) Unity crashes. If enemy spawn not in other enemy, so crash will be little bit later. What it is?

Preview:

Code:
Unity Editor [version: Unity 2017.3.0f2_d3a5469e8c44]

Unity.exe caused an Access Violation (0xc0000005)
 in module Unity.exe at 0033:00000000.

Error occurred at 2018-01-09_150618.
D:\Soft\Unity 2017.3.0f2\Editor\Unity.exe, run by Chaiker.
37% memory in use.
16275 MB physical memory [10196 MB free].
28275 MB paging file [19542 MB free].
134217728 MB user address space [134213514 MB free].
Write to location 00000000 caused an access violation.

Context:
RDI:    0x00000000  RSI: 0x9f7eade0  RAX:   0x40000000
RBX:    0x00000028  RCX: 0x543a46f0  RDX:   0x543b4cb0
RIP:    0x00000000  RBP: 0x9f6e3860  SegCs: 0x00000033
EFlags: 0x00010246  RSP: 0x2065fa68  SegSs: 0x0000002b
R8:    0x9f6e36a0  R9: 0x2065fb00  R10:   0x2065fac0
R11:    0x2065fc38  R12: 0x9f6e36a0  R13:   0x9f6e5ae8
R14:    0x9f7eae20  R15: 0x543a46f0

Bytes at CS:EIP:
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Stack:
0x2065fa68: 428fa77e 00000001 00000030 00000000 ~..B....0.......
0x2065fa78: 00000013 00000000 3e4ccccd 00000000 ..........L>....
0x2065fa88: 00000000 00000000 2065fc58 00000000 ........X.e ....
0x2065fa98: 9f7eae20 00000000 9f6e3860 00000000  .~.....`8n.....
0x2065faa8: 00000000 00000000 543b4cb0 00000000 .........L;T....
0x2065fab8: 408046c0 00000001 3f3673f5 be821590 .F.@.....s6?....
0x2065fac8: be96adec bf15778c c0185fb7 3f6d489e .....w..._...Hm?
0x2065fad8: c06a2784 00000000 3f350393 bbb3ed00 .'j.......5?....
0x2065fae8: bbb3ee00 bf35038b c018fa59 3f9328b8 ......5.Y....(.?
0x2065faf8: c06bd4af 00000000 44a2d930 00000001 ..k.....0..D....
0x2065fb08: 00000016 00000000 184f5d14 00000000 .........]O.....
0x2065fb18: 184f58f0 00000000 00000000 00000000 .XO.............
0x2065fb28: 0000022f ffffffff 00000000 00000000 /...............
0x2065fb38: 00000000 00000002 00000001 40665080 .............Pf@
0x2065fb48: 00000000 00000000 05c464a0 00000000 .........d......
0x2065fb58: 00000000 00000000 00000000 00000000 ................
0x2065fb68: 00000000 00000000 00000000 00000000 ................
0x2065fb78: 00000000 00000000 fffffffe ffffffff ................
0x2065fb88: 4038cbc3 00000001 3f800000 00000000 ..8@.......?....
0x2065fb98: 408045c9 00000001 00000000 3f800000 .E.@...........?
0x2065fba8: 00000000 00000000 00000000 00000000 ................
0x2065fbb8: 4038cbc3 00000001 00000000 00000000 ..8@............
0x2065fbc8: 00000000 3f800000 fffffffe ffffffff .......?........
0x2065fbd8: 00000000 00000000 005e9908 00000000 ..........^.....

Crash dmp you can download by link: https://1drv.ms/f/s!AlCyB5jMt8_SnnmIdXjx2yO8_hVb

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  Physically accurate closed pulley system
Posted by: M. Hanssen - 08-01-2018, 12:18 PM - Forum: Obi Rope - Replies (3)

I would like to make a physically accurate closed pulley system with 2 pulleys and one closed rope.
All physics and colliders are working except that I cannot get the rope to react to the pulley rotation.
Is this even possible with Obi Rope and/or how should I approach this?

[Image: 1ii445dNDDSzaQWcR00kG_scJbCijUBoMfrU2AW4...17-h337-no]

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  playableGraph Error
Posted by: Shreeya - 05-01-2018, 08:07 AM - Forum: Obi Cloth - Replies (2)

ERROR>>>>>Assets/Obi/Scripts/Solver/ObiAnimatorController.cs(38,14): error CS1061: Type `UnityEngine.Animator' does not contain a definition for `playableGraph' and no extension method `playableGraph' of type `UnityEngine.Animator' could be found. Are you missing an assembly reference?


How to resolve this?

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  AfterShadowMapPass
Posted by: Shreeya - 05-01-2018, 07:15 AM - Forum: Obi Cloth - Replies (2)

Error message >> Assets/Obi/Rendering/ShadowmapExposer.cs(21,38): error CS0117: `UnityEngine.Rendering.LightEvent' does not contain a definition for `AfterShadowMapPass'

How to correct this error?

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  Obi Fluid Setup - Beginner Question
Posted by: hmhmhm - 03-01-2018, 08:26 AM - Forum: Obi Fluid - Replies (6)

Hello,

I'm new to Obi Fluid and in the process of getting familiar with it.
I'm trying to have a very simple 2D scene, similar to 'Simple Fluid' in the Sample Scene folder.

I start a new scene, add an Obi Emitter (with solver), and turn it 90 degrees on the x-axis so it emits downward.
I then add an empty Game Object, and add 'Rigidbody 2D', 'Box Collider 2D' and 'Obi Collider 2D (Script)' to that object. As per the instructions, I make sure the emitter and game object are in different layers.

When I run the scene, two unexpected things happen:

1. The Obi particles 'enter' the object, i.e. they don't bounce off the surface, some of them even 'fall through' the object.

[Image: 5rJWiwA.png]

2. When I switch to 3D view, and have a look from the side, I can see the particles are not remaining in the 2D plane (z=0), i.e. they move backwards and/or forward once they hit the object.

[Image: qTYuXhm.png]

Eventually I would like to create a simple bucket and fill it with fluid in 2D. How do I best go about this, so the fluid stays a) in the 2D plane, and b) in the bucket. Also, is there an easy way to fill the bucket when the scene gets executed, i.e. without having to 'emit' the fluid into it first, which takes a while?

Thank you!

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Sonrisa Export Obi Cloth Simulation / Baked Simulation to Blendshapes/3D Packages like Maya?
Posted by: gstudio - 03-01-2018, 02:46 AM - Forum: Obi Cloth - Replies (2)

Hi Obi Support team,

Wishing you a Happy New Year!

Our small team has recently purchased your Obi cloth plugin as we hope to implement the goal net animation of our soccer project.  Since the project is targeted on the mobile device, we have tested the baked simulation & it is running much more efficient on both high / low end mobile devices. 

However, we noticed the baked simulation couldn't work on the Samsung S3 & iOS with the Bitcode support.  We're uncertain whether this could be due to the hardware / software (e.g. Unity compatibility, Android & iOS C++) issues.

Hence, we are thinking whether the Obi Cloth simulation / baked simulation is possible to be converted to Blendshape animation that can be used in Unity or simply exported to 3D packages like Maya for editing & re-importing back to Unity later as this way can streamline the process to support more existing high / low platforms.

Looking forward to hearing from you Sonrisa

Thanks & Regards,
Peter

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  Mobile Optimizations
Posted by: pstudios - 02-01-2018, 06:31 PM - Forum: Obi Fluid - Replies (9)

Hi, I love the fluid plugin and it works great on my computer. However, on my android device which is pretty new is struggling to get through the basics of my small scale fluid animation, I would appreciate it if anyone could tell me as many steps as possible to optimize the efficiency on mobile devices (im fine with a reduction in quality as i want my project to work on as many devices as possible) any and all tips would be greatly appreciated. Thanks!

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Exclamación ObiColliderGroup missing
Posted by: Wilbert - 02-01-2018, 03:06 PM - Forum: Obi Rope - Replies (1)

Just upgraded my project to ObiRope 3.2.
But in this version ObiColliderGroup is missing.

Now my project is messed up  Enfadado
- There is no ObiColliderGroup parameter in ObiSolver:[Image: view]
https://drive.google.com/file/d/1RRyZ-Lf...oI7Tg/view
- Pin constraints are gone
- Add Pin Constraint button does not work (clicking does nothing)
- Edit particles gives an error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiParticleActorEditor.DrawParticles () (at Assets/_Tools/Obi/Editor/ObiParticleActorEditor.cs:332)
Obi.ObiParticleActorEditor.DrawActorInfo () (at Assets/_Tools/Obi/Editor/ObiParticleActorEditor.cs:598)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/_Tools/Obi/Editor/ObiParticleActorEditor.cs:262)

How do I fix this ?

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