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  Full body character Soft body issues
Posted by: Calebynn - 02-04-2024, 09:25 AM - Forum: Obi Softbody - Replies (2)

I'm trying to get a full body soft body simulation for a character creator 3 character, but the soft body is wobbling around when I enter play mode, is it my solver settings or the updater or the soft body blueprint settings.

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  Particles are rendered in play mode, but not in editor mode
Posted by: kodra - 29-03-2024, 09:33 PM - Forum: General - Replies (3)

I'm experiencing a weird issue: the particles are rendered in play mode, but not in editor mode.



       

I've checked the Frame Debugger, and the draw calls are called in both cases, so I really ran out of ideas.

Changing ZTest to off doesn't help, so I suppose it has nothing to do with depth.

I'm using a custom SRP, and I understand it would be quite hard to help with my issue without looking at my custom SRP's code. I can provide that if necessary, but it's a bit tedious to separate it from the current project's dependencies. I'd like to know if it's a known issue/intentional behavior first, and if not, where should I check to pinpoint the problem?

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  Position of Solver in Hierarchy
Posted by: vrtraining - 27-03-2024, 04:32 AM - Forum: Obi Rope - Replies (4)

Im using OBI Rope in Unity with XR Interaction Toolkit where user needs to grab the rope in VR and move it with hands (controllers). 

When Unity grabs any object it changes its position in hierarchy and move it to root, as soon as it happens OBI Rope stops working because there is no solver above in its hierarchy anymore. It only works if I put the OBI Solver directly on OBI Rope game object so when Unity moves it to root they are both moved together.

I have multiple ropes in a scene, I don't want to use multiple solvers (one solver for each rope) to maintain performance. What could be a solution that I can use one solver for multiple OBI Ropes without any order in hierarchy.

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  particle properties at Runtime
Posted by: Nightfall - 26-03-2024, 08:12 AM - Forum: Obi Cloth - Replies (3)

Hi!

I have a script that generates an ObiSkinnedClothBlueprint at runtime.

How could I set the particle properties(Skin backdrop, Skin radius) of the generated blueprint at runtime?

   

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  con Obi Fluid para hacer un Simulador de prepardo un vaso con elote
Posted by: d38u993r - 21-03-2024, 06:21 PM - Forum: Obi Fluid - Replies (2)

tengo una duda con este simulador puedo hacer un vaso con elote y sus demas ingredientes como queso, salsa, limon etc. ect. sin olvidar los granos de maiz

o sera mucho proceso querer hacer eso usando Obi Fluid?

ya que quería usar Obi granular para los granos de elote (modelo 3D de un grano de elote) depositarlos en un vaso 3D que mide 16cm alto por 8 de ancho, llenar este vaso como con 500 partículas de granos o tal vez menos si hago mas chico el vaso (siento que si esta grande) y luego al Obi granular agregarle el Obi viscosidad para simular la consistencia de las Salsas, cremas y quesos.

Podre hacer esa combinación Granular mas el de Fluidos viscosos?    o tendre que usar alguna imagen de los granos de elote y esa imagen hacerla mas grande para simular que estas llenando el vaso y luego ahora si aplicar el Obi de Fluidos Viscosos.



En la foto que agregue:

La capsula representa la botella de capsu, se supone que podria colocar capsu sobre esos granos de maiz, que por cierto como se le aria para que el Fluido Viscoso interactuara con los granos si el Emitter con el componente Obi Instance Particle Render solo acepta un MEsh (el modelo 3D) pero el modelo no se le puede colocar un colisionador



Attached Files Thumbnail(s)
   
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  Teleport() causing ArgumentOutOfRangeException error
Posted by: HakJak - 20-03-2024, 05:07 AM - Forum: Obi Softbody - Replies (1)

Hello,

I was using Teleport() to reset out of bounds players and noticed it kept throwing an ArgumentOutOfRangeException error each time (ObiSoftbody.cs Line 189).  
I'm using Unity 2022.3.21f1 and a fresh install of the latest Obi Softbody asset on a basic project.  

I updated the script as show below (duplicated and commented out old for comparison).  It got rid of the error, but I'm not sure if it's correct or could cause other problems.  Please advise.  

Code:
for (int j = 0; j < ac.batches[i].activeConstraintCount && j < ac.GetBatchCount(); ++j)
{
    sc.batches[j].orientations[batchOffset + i] = rotOffset * sc.batches[i].orientations[batchOffset + j];
}

//for (int j = 0; j < ac.batches[i].activeConstraintCount; ++j)
//{
//    sc.batches[j].orientations[batchOffset + i] = rotOffset * sc.batches[i].orientations[batchOffset + j];
//}


Thank you

HakJak

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Pregunta Spawning a rope along a line the player draws
Posted by: joegatling - 20-03-2024, 12:25 AM - Forum: Obi Rope - Replies (2)

Hello, I am trying to create a game where the player can draw a rope in realtime by dragging the cursor around.  My goal is:

  1. Let the player drag the cursor around a 2D plane, spawning a rope as they go (as if drawing a line with a pen)
  2. The rope should spawn in a way that it matches the drawn path as closely as the simulation settings allow.
  3. The rope should be a live simulation while it is being drawn (I don't want to draw a spline and then convert it into a rope once the cursor is released).
   

Below is a code snippet from my first approach, but it doesn't seem to work. Here is a YouTube video of it in action.

Code:
void FixedUpdate()
{
    // _dragAndDrop is an object that follows the cursor if isDragging is TRUE
    if(_dragAndDrop.isDragging)
    {
        // Calculate the distance between _tipTransform and _dragAndDrop.transform
        float distance = Vector3.Distance(_tipRigidbody.transform.position, _dragAndDrop.transform.position);

        // Add that amount of distance to the end of the rope
        _cursor.cursorMu = 1.0f;
        _cursor.sourceMu = 0.0f;
        _cursor.ChangeLength(_rope.restLength + distance);

        // Tip rigidbody is attached to the end or the rope.               
        _tipRigidbody.transform.position = _dragAndDrop.transform.position;
    }
}

The code sort of works, but it seems to spawn too many particles. And then the rope just explodes. It would appear that changing the length in any way causes at least one new particle to be added. 
Is there a better way to achieve this?

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  Constraints unexpected behaviour in build
Posted by: natko1412 - 19-03-2024, 11:56 AM - Forum: Obi Rope - Replies (4)

Hi,

I have a rope with static attachment on one side and dynamic on the other. The rope should not stretch as there is an object on the dynamic attachment end. In editor, I can achieve that - distance constraints seem to work very well, even with low number of substeps (6). I can get the object hanging and the rope not stretching.

As soon as I build and run this example, the rope just stretches indefinitely with the object falling down (without changing the code).
I have tried with more substeps, but nothing seems to fix the issue in build.

Can you help me identify the problem? What are some of the things that you think can cause this behaviour?

TLDR; Different behaviour (distance constraints) in Editor and Build

Thanks in advance

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  Rope stretch problem
Posted by: Agony - 19-03-2024, 07:13 AM - Forum: Obi Rope - Replies (5)

Hello, I am making a rope length real-time update project, encountered some problems, I hope I can get help
Below is the method to dynamically change the length of the rope, which is performed in the Update, which cannot be changed。

Code:
public void ChangeRopeLength()
{
    restLength = Rope.restLength;
    currentLength = Rope.CalculateLength();
    diff = currentLength - restLength;

    if (diff > m_StretchThre)
        restLength += diff * Time.deltaTime * m_StretchSpeed;

    if (diff < m_ShortenThre)
        if (restLength > startLength)
            restLength += diff * Time.deltaTime * m_ShortenSpeed;

    m_RopeCursor.ChangeLength(restLength);

    ropeLength = Rope.restLength;

    //m StretchThre is 0.1,m_ShortenThre is -0.1,m_StretchSpeed and m_ShortenSpeed is 50.
}
This method only works if I set the value of Distance Constraints to 0.5 or less. If I set it to 1, the rope will stretch indefinitely. Even if I changed the m StretchThre in the top code to be large enough, it wouldn't work as well as I wanted.
I wonder what method I can use to change the rope length in Update when I change the Distance Constraints to 1,So that the length of the rope can be normal variation, rather than infinite elongation

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  Are there any examples of a rigidbody climbing an ObiRope?
Posted by: gnovos - 17-03-2024, 07:48 AM - Forum: Obi Rope - Replies (2)

I went through the ExtendableGrapplingHook example, but that is "climbing" by changing the length or the rope, which isn't quite what I'm looking for.  I'm looking more for something that just moves a rigidbody steadily up a rope while maintaining the two-way forces between the two.  I have a few ideas how I could accomplish this, but if there's already an example somewhere to save me a lot of trial and error, I would be very grateful.

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