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  Manually Placing Rope Particles
Posted by: PhantomBadger - 17-07-2017, 02:02 PM - Forum: Obi Rope - Replies (2)

I'm looking to sync the position of the rope over a network, my initial test is getting the positions of the particles via the

Code:
ObiRope.GetParticles(index)

method, networking these values, then setting them on the other side, however I cannot seem to set them. My current attempt is as follows;

Code:
   private void SetPositions()
   {
       if (entity.isAttached)
       {
           for (int i = 0; i < ObiRope.UsedParticles && i < PositionArrayHardLimit; i++)
           {
               state.RopePositions[i] = ObiRope.GetParticlePosition(i);
           }
       }
   }

   private void GetPositions()
   {
       if (entity.isAttached)
       {
           for (int i = 0; i < ObiRope.UsedParticles && i < PositionArrayHardLimit; i++)
           {
               ObiRope.Solver.renderablePositions[ObiRope.particleIndices[i]] = state.RopePositions[i];
               ObiRope.Solver.UpdateActiveParticles();
           }
       }
   }
I can confirm that state.RopePositions contains the correct values when referenced by the client, but I'm unable to tell the solver to use these positions. Is this a thing that is even possible with ObiRope? Am I going about this all wrong? Any help would be appreciated!

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  Problem with using Obi Cloth and LeapMotion Hands
Posted by: matchalover - 17-07-2017, 09:53 AM - Forum: Obi Cloth - Replies (3)

I'm working on a project which need to use LeapMotion for the input and ObiCloth for the physical properties of the game objects in Unity 3D. It seems good in the first time i use. But when i try to add Obi Cloth for an object. It crashed. Then, it crashed for all the object which is using ObiCloth. Are there any confliction between LeapMotion Hands (Capsule Collider) with the Obi Cloth? Please help !

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  Instantiated Rope w/ Pin Constraints Causes Unity to Crash (5.6.1 & 5.6.2)
Posted by: gxiv. - 14-07-2017, 02:31 AM - Forum: Obi Rope - No Replies

Hi!

My name is gxiv (gee-fourteen.) I'm currently experiencing the following bug with ObiRope in Unity 5.6.2 (/1):

I've made a prefab for a rope that has all the properties I desire.
I want to instantiate this prefab with a mouse click, and have pin constraints generated on both ends of the rope.
If I include the pin constraints on the original prefab, then on instantiation of the rope Unity will freeze and crash.

I see there being two possible solutions:
1. I dynamically add the pin constraints when the rope is instantiated. I'm unsure of how to do this right now but believe it might be done through the main ObiRope script or the ObiRopeCursor (not ObiPinConstraints, oddly enough [correct me if I'm wrong!])

2. I continue with the method I am trying right now (with the pin constraints built into the prefab) and try to avoid whatever is crashing Unity. I'm less optimistic that this approach will pan out, as including the pin constraints in the prefab feels very dirty to me (though in terms of the problem there is nothing conceptually wrong with it, because the two ends will always be pinned to the same two rigidbodies.)


So yeah.. If any one has any advice on which of the two approaches I should follow, how to dynamically pin particles of a rope, or how to avoid the crash I am getting - I will appreciate any ideas you have to share!

cheers,
gxiv

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  compiler error messages
Posted by: ampers_andy - 13-07-2017, 02:24 PM - Forum: Obi Fluid - Replies (1)

Hi

Hope this is the right way to ask. Just got a copy of OBI fluid. Works fine and seems to be a great asset.

Obi program works fine if installed alone, but if I also install Unity's standard assets either before or after installing OBI fluid, several compiler errors appear. They do not appear if I include Obi fluid alone or standard assets alone. Looks like this...

Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs(3,27): error CS0234: The type or namespace name `CrossPlatformInput' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?

etc...

I use Unity 2017.1.0f3 and have also tried 5.6 and I have the latest standard assets

most likely a simple problem but if anyone has an idea, please help me

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  Obi Cloth with dense mesh
Posted by: matchalover - 13-07-2017, 09:16 AM - Forum: Obi Cloth - Replies (2)

My GameObject has a big mesh (about 20000 vertices). There wiil be a lot of particles if i use ObiCloth. Are there any possible way to avoid lag when simulating? I use Obi Cloth latest version with Unity. Please help me !!!

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  Unity 5.6.1f1 Crash
Posted by: Mateusz_Madein - 12-07-2017, 01:24 PM - Forum: Obi Rope - No Replies

Hi,
during simulation in edit mode (in order to set rest position) Unity crashes. My ultimate question is how to set rest (start) positions for 10 ropes without crash Sonrisa ?

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  How to enable/disable?
Posted by: MoonwalkingBaz - 12-07-2017, 12:21 AM - Forum: Obi Fluid - Replies (2)

After many tries, i have a simple fluid simulation.. How do i turn the fluid animation on through script at a particular time and then disable it after a while?

i just need help turning it on and off. if i disable any of the scripts and then re-enable, there is no simulation.

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Exclamación Unity 5.5.3f1
Posted by: Nikola - 11-07-2017, 02:16 PM - Forum: Obi Rope - Replies (3)

Hi,

We have bought Obi Rope (VR Habitat) will you be so kind to send us previous version with is compatible wit 5.5.3f1 version of Unity.

No one is answering email and Facebook page.

Thank you
Nikola

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  Obi Cloth integration with previous Obi Rope
Posted by: Mateusz_Madein - 11-07-2017, 01:24 PM - Forum: General - No Replies

What is the best way to integrate Obi Cloth to project with previously integrated Obi Rope? I'm getting lots of errors for instance: "access denied libObi". I've tried to copy and paste folders from project with Obi Cloth manualy but without success.

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  Teleporting Rope
Posted by: PhantomBadger - 10-07-2017, 01:56 PM - Forum: Obi Rope - Replies (2)

Tangentially related to my previous thread (here), but ultimately a different issue, so I decided to make a new topic;

Is there a way to teleport the rope, essentially 'resetting' it at a new position during runtime?

I mentioned my current set up in the previous thread (this post), where the rope object is connected to two anchors, which are then connected to two external game objects. My current attempt teleport all these components, the anchors and game objects teleport fine, but the rope then flies towards them to catch up, causing high velocities and undesired effects.

Cheers!


EDIT:

Seems I was a bit quick to post here! The solution I found was calling the aptly named 'ResetActor()' method in ObiRope.

Should anyone else want it, my implemented solution is as follows;

Code:
    /// <summary>
    /// Moves all components of the rope by a set amount
    /// </summary>
    /// <param name="distanceToMove">The distance to move the rope parts</param>
    public void MoveRopeByAmount(Vector3 distanceToMove)
    {
        //Wire points are the anchor objects
        //Target points are the connector gameobjects attached to the anchors
        for (int i = 0; i < targetPoints.Length && i < wirePoints.Length; i++)
        {
            targetPoints[i].transform.position += distanceToMove;
            wirePoints[i].transform.position += distanceToMove;
        }
        ObiRope.transform.position += distanceToMove;
        ObiRope.ResetActor();

        //Custom method to reset velocity of the rope & it's components
        ResetVelocity();
    }
I'm hoping there's no negative repercussions to using this method I'm unaware of?

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