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How to implement/sync Obi...
Forum: Obi Rope
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Yesterday, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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Forum: Obi Rope
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
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Forum: Obi Rope
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Forum: Obi Softbody
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A couple of Bugs fixes for Obi Rope |
Posted by: Parker - 22-09-2017, 04:24 AM - Forum: Obi Rope
- No Replies
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ObiRopeEditor.cs
Line 94: Replace ;; with ;
Oni.cs
Line 28, Add newline and the following
[Flags]
ObiBone.cs
Line 198, restPositions cannot be re-declared as it willl have a different meaning to the restPositions above.
Line 198: change restPositions to restPositions1
Line 201: change restPositions to restPositions1
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ovr (oculus) implementation |
Posted by: satchmo - 21-09-2017, 01:50 PM - Forum: Obi Fluid
- Replies (2)
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Hi guys, I bought fluid, great job!
I've seen some questions in th FAQ session about vr, I think it would be great a future implementation with a oculus touch sensor ready scene, do you think you'll do it?
So, If you do, I will not try by myself :-)
thx
CArlo
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Creating Rope in runtime |
Posted by: Parker - 21-09-2017, 03:40 AM - Forum: Obi Rope
- Replies (2)
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Unity is running. Meaning this is real time. The user will not be stopping the game and creating a rope, initializing it, and putting on handles, then re-start the game.
I want this to be done during runtime and with scripts. When I use the code, the rope DOES NOT work, it has no physics attached. How do you get it to work.
ObiRope Rope;
ObiSolver Solver;
ObiCatmullRomCurve Curve;
ObiRopeCursor Cursor;
private void Awake()
{
if (Rope == null)
Rope = gameObject.AddComponent<ObiRope>();
if (Curve == null)
{
Curve = gameObject.AddComponent<ObiCatmullRomCurve>();
Rope.ropePath = Curve;
}
if (Solver == null)
{
Solver = gameObject.AddComponent<ObiSolver>();
Rope.Solver = Solver;
}
// Configure rope and solver parameters:
Rope.SectionThicknessScale = 0.10f;
Rope.resolution = 1f;
Rope.BendingConstraints.stiffness = 0.2f;
Rope.UVScale = new Vector2(1, 5);
Rope.NormalizeV = false;
Rope.UVAnchor = 1;
Rope.RestLength = 10;
Solver.distanceConstraintParameters.iterations = 15;
Solver.pinConstraintParameters.iterations = 15;
Solver.bendingConstraintParameters.iterations = 1;
// Add a cursor to change rope length:
Cursor = Rope.gameObject.AddComponent<ObiRopeCursor>();
Cursor.rope = Rope;
Cursor.normalizedCoord = 0;
Cursor.direction = true;
}
public void InitRope()
{
Rope.UpdateVisualRepresentation();
}
private IEnumerator CreateRope()
{
yield return Rope.GeneratePhysicRepresentationForMesh();
}
public void UpdateRope()
{
StartCoroutine(CreateRope());
}
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Moving Rope in runtime |
Posted by: Parker - 21-09-2017, 03:32 AM - Forum: Obi Rope
- Replies (1)
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Unity is running. This will happen in real time, meaning the user will not stop the program and go to the particle editor, make changes, then run the game again.
I want to move a rope from left side of screen to right side without it fly over all over the place. I am looking for code to fix this problem.
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White foam |
Posted by: Kalidor - 19-09-2017, 03:25 PM - Forum: Obi Fluid
- Replies (6)
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Hello!
Is it possible to let the fluid looks like white foam (fire extinguisher)?
Thanks!
Kalidor
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