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  Help: Making a cable with plug on each end?
Posted by: qualar - 02-01-2024, 01:05 PM - Forum: Obi Rope - Replies (3)

I am trying to make a cable with a plug on each end of the cable.  I have attached the plugs to each end using an attachment.  However, when i drag one of the plugs in the application rather than the plug at the other end been dragged along with the rope the rope just stretches and the plug at the end remains in the same place.

How can i get it so that when i pull plug at the start the plug at the end drags.  I want the cable to remain a fixed length.

Thanks in advance.

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  Obi Softbody in URP
Posted by: whatever - 28-12-2023, 07:46 PM - Forum: Obi Softbody - Replies (1)

Hi,

Does Obi Softbody run in either URP or HDRP? I couldn't find any documentation/tutorial for it. Can you please let me know?

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  Extreme frame drops while using the debugger
Posted by: Voolg - 20-12-2023, 04:53 PM - Forum: Obi Fluid - Replies (3)

Hello,

I noticed in my project some extreme frame drops, that seems to be linked to Obi, although even using the profiler it was extremely difficult for me to figure out why or where exactly. Those drops only happened if I had the Visual Studio debugger enabled. Always, and only, rendering it almost unusable.

Typically, I would run the game in Unity (with debugger) just fine until, seemingly randomly, each frame would suddenly start to take ~2000ms, for around 30s. Then the game would run smoothly again for 10s to 30s, before getting insane drops again, and so on. Those drops are *not* linked to any change of the code being executed.

The intensity of the issue instead seemed to scale with of much ObiSolver.SpatialQuery() I would overall use, as if each of them would lead to a delayed spike of garbage collection of some sort.

I finally I narrowed down the source of my misery to ObiNativeList.Dispose(), specifically those two lines:

Code:
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            // dispose of atomic safety handle:
            AtomicSafetyHandle.CheckDeallocateAndThrow(m_SafetyHandle);
            AtomicSafetyHandle.Release(m_SafetyHandle);
#endif

Commenting those lines got me rid of the insane frame drops that I was getting every time I used the Debugger.

So the point of this post is to bring this to your attention, and then to ask you what are those lines about and if I can safely comment them without creating other issues.

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  performances tips for 22 Obi Bones in one solver
Posted by: hugohil - 20-12-2023, 02:31 PM - Forum: Obi Rope - Replies (2)

Hey!

I'm using Obi Rope on Unity 2022.1.23f1 and I have a see creature with a lot of tentacles (exactly 22).
I have the solver on the character "root", and then an Obi Bone for each tentacle (basically a chain of bone here).
Dynamics are working as expected (i'm still trying to find the perfects params) but I'm having significant fps drops - i'm usually around 30fps but sometimes i'm down to 3 or 5, where 'im targeting 60.

Any tips on how to get better fps here ?

Thanks in advance !

EDIT: i've read that GPU version of Obi is in beta, would it help me?

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  Rope around another rope - added partial solution
Posted by: burntends - 19-12-2023, 03:53 PM - Forum: Obi Rope - Replies (2)

Love the Ropes! makes great wire/cables
So I have a rope that is in a single loop (not touching) similar to a wrapping an extension cord, and at the apex (top where the 2 ends are close together) I made another rope around the apex, and I closed the loop ends to form a zip tie, again, this zip tie doesn't touch the cord (even checked the rendering from 0.8 to 1 to verify). but when I hit play, the cord bounces out of the zip tie loop, and the zip tie falls to the floor.

***EDIT and how I think I solved it... but is it correct?***
Zip tie blueprint-
thickness 0.03
Resolution 0.3 (the lowest I could make it... 0.25 "did" work, but if I moved anything it broke the zip tie)
pool particles 2

Zip Tie Distance constraint: stretching scale 0.2 (had to oversize the zip around the cord, then on runtime it shrinks)
Zip Tie Bending Constraints all zeroes (zip ties shouldn't bend)

Zip tie was anchored to a cube in the middle by the loop apex

Cord Blueprint:
thickness 0.1
Resolution 0.6 (the lowest I could make it... lower and it would fall through the zip tie)
pool particles 100 (default)
Cord Bending constraints all zeroes (emulating an electric cable that's stiff)

anchored the ends of the loop to cubes

Further Edit: if I unanchored the zip tie, the loop sides popped out of the zip tie, so I increased the stretching scale to 0.4 (Corrected), added High static friction and it "mostly" held in place, gravity pulled the loops ends mostly through the zip tie, but it still held a "small" loop

Enabled Surface collisions to reduce resolution and it really helped. now the cord acts like a heavy gauge power line.
Enabled Self collisions so the cord that looped, doesn't overlap itself, and instead rests besides itself.

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  Fixing particle causes slight "jump"?
Posted by: Christoffer - 18-12-2023, 10:32 AM - Forum: Obi Rope - Replies (5)

Hi!

Still working on a proper spooling-simulation - adding rope onto a spool.
In order to lock a particle i set its invMass to zero, store the particles offset from the spool and rotate the offset each update. The locked particle moves around the spool as intended.

However, each time a particle is locked, the "next" particle in line to be locked will jump slightly as if the previously locked particle straightens out the "bone" (see pictures below).
I am unable to determine if it is due to me setting the position slightly off, or if there is something happening behind the scenes between the locked particle and the next one.
When a particle is locked, the particle in question does not seem to move at all, which makes me believe that this is physics-related.
Is there any way to get around this? Might this be caused by the orientation of the particle? I am not the greatest at physics, but i might get it to work properly with some additional pointers Sonrisa

Also, is there any way to prevent the rope from making a twitch/skip when adding a new particle? Or at least to smooth it out a bit? Im having to start the simulation quite far from the actual spool to not get twitches from particles spawning.



Image 1: https://imgur.com/a/Y5kVhfJ
Image 2: https://imgur.com/a/YGdOb22
A red line indicate that the particle has been locked. The angle of the cable around the center of the spool increases with each locked particle due to the cable being straightened by the tiny "jump".


Best regards, Christoffer

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  Changing Substeps at runtime
Posted by: FadelMS - 17-12-2023, 07:00 PM - Forum: Obi Rope - Replies (1)

Hi,
Is it possible to change the substeps in scrip at runtime? 
I want the rope to start stretchy then when grabbed becomes stiff by increasing the substeps to stop its movements. 
Is there another alternative to make the rope looks tight when grabbed?

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  One particle per enemy for MANY enemies
Posted by: Jambo - 17-12-2023, 04:34 PM - Forum: General - Replies (4)

Hello,

I'm thinking of using Obi for the physics of enemies in my game.  The enemies will be extremely simple: 

  • Modelled as a single sphere
  • Need to collide with terrain (move over the surface of the terrain)
  • Need to collide (repel) each other to avoid getting clumped

I was thinking of using one particle per enemy.

I thought I would use Obi because I suspect it's more efficient than Unity's physics engine, and I would like to have a lot of enemies.  

I'm thinking I'll need to:

  1. Implement my own ObiActor which is basically a container for all enemies
  2. Implement my own blueprint, which specifies the pool of enemies
  3. ....set them all to inactive, and active them as enemies spawn?

Does this sound like a reasonable use of Obi, or am I barking up the wrong tree?

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  Archive
Posted by: DrInternet - 15-12-2023, 08:18 PM - Forum: Obi Cloth - Replies (1)

Hello,

I would like to request an access to an obi cloth archive. I need the last version that works with Unity 5.

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  Disable self collision on granular particles
Posted by: 413866 - 14-12-2023, 09:53 AM - Forum: Obi Fluid - Replies (1)

I want to disable self collisions on my granular particles.
I found a thread where you explained using the emitter.solverPhases but this is no longer a property. I tried doing the same with solver.phases as I assumed it was moved but this causes the particles to fall through the collider

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