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How can I make my ropes not float upwards? |
Posted by: anthony_dev - 07-04-2025, 01:47 PM - Forum: Obi Rope
- Replies (1)
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Hello,
I am trying to figure out a way to have multiple pin points on my rope so I can move them like a snake.
I am unable to figure out what may cause this bug, my rope is floating on the non-kinematic end. For context, the selected object is a kinematic pin on my rope, the other golden balls are non-kinematic obi rigid bodies.
I am providing my solver settings alongside my result in the attachment.
Here's the code snippet I used to create the rope:
(It is messy but I use it for having pre-existing control points in the scene, and creating a rope blueprint and a rope out of these existing control points called "snake pieces")
Code: using System;
using System.Collections.Generic;
using System.Linq;
using _Game.Scripts.GameplayElements.Snakes;
using Obi;
using UnityEngine;
namespace _Game.Scripts.Gameplay.Demo
{
public class DemoSnake : MonoBehaviour
{
[SerializeField] private List<SnakePiece> snakePieces;
[SerializeField] private ObiSolver solver;
[SerializeField] private Material ropeMaterial;
[SerializeField] private ObiRopeSection ropeSection;
[SerializeField] private ObiCollisionMaterial collisionMaterial;
[SerializeField] private float ropeThickness;
[SerializeField] private ObiRope rope;
private ObiCollider[] Colliders => snakePieces.Select(o => o.GetComponent<ObiCollider>()).ToArray();
private void Start()
{
CreateSnake();
}
private void CreateSnake()
{
rope = CreateRopeProcedurally(this, Colliders, 0);
PinRope(rope, Colliders);
}
public void PinRope(ObiRope rope, params ObiCollider[] colliders)
{
PinRopeEnds(rope, colliders);
for (int i = 1; i < colliders.Length-1; i++)
{
var obiCollider = colliders[i];
var attachment = rope.gameObject.AddComponent<ObiParticleAttachment>();
attachment.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
attachment.target = obiCollider.transform;
attachment.particleGroup = rope.ropeBlueprint.groups[i];
attachment.compliance = 0F;
}
}
public void PinRopeEnds(ObiRope rope, params ObiCollider[] colliders)
{
var colliderStart = colliders[0];
var colliderEnd = colliders[^1];
var startIndex = rope.ropeBlueprint.groups.FindIndex(g => g.name == "start");
var endIndex = rope.ropeBlueprint.groups.FindIndex(g => g.name == "end");
var attachmentStart = rope.gameObject.AddComponent<ObiParticleAttachment>();
attachmentStart.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
attachmentStart.target = colliderStart.transform;
attachmentStart.particleGroup = rope.ropeBlueprint.groups[startIndex];
var attachmentEnd = rope.gameObject.AddComponent<ObiParticleAttachment>();
attachmentEnd.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
attachmentEnd.target = colliderEnd.transform;
attachmentEnd.particleGroup = rope.ropeBlueprint.groups[endIndex];
}
public ObiRope CreateRopeProcedurally(DemoSnake snake, ObiCollider[] controlPoints, int index = 0)
{
var ropeObject = new GameObject($"Rope_{index}");
ropeObject.transform.parent = solver.transform;
var rope = ropeObject.AddComponent<ObiRope>();
var blueprint = CreateBlueprint(snake, controlPoints,out var length);
rope.ropeBlueprint = blueprint;
rope.distanceConstraintsEnabled = true;
rope.stretchingScale = 0.5f;
rope.surfaceCollisions = false;
rope.collisionMaterial = collisionMaterial;
rope.maxBending = 0.5f;
rope.bendCompliance = 1f;
rope.selfCollisions = true;
var ropeRenderer = ropeObject.AddComponent<ObiRopeExtrudedRenderer>();
ropeRenderer.material = ropeMaterial;
ropeRenderer.section = ropeSection;
var smoother = rope.GetComponent<ObiPathSmoother>();
smoother.decimation = 0.1f;
smoother.smoothing = 1;
var ropeReel = ropeObject.AddComponent<ObiRopeReel>();
ropeReel.enabled = false;
ropeReel.outThreshold = 0.08f;
ropeReel.inThreshold = 0.05f;
ropeReel.outSpeed = 6f;
ropeReel.inSpeed = 0.1f;
ropeReel.maxLength = Mathf.Max(1f, length);
var cursor = ropeObject.GetComponent<ObiRopeCursor>();
cursor.cursorMu = 0.05f;
cursor.sourceMu = 0.1f;
return rope;
}
public ObiRopeBlueprint CreateBlueprint(DemoSnake snake, ObiCollider[] points, out float distance)
{
distance = 0;
//Create the blueprint
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
blueprint.resolution = 1f;
blueprint.thickness = 0.03f;
blueprint.pooledParticles = 0;
//Convert ropePoints to controlPoints
var controlPoints = new Vector3[points.Length];
blueprint.path.Clear();
blueprint.ClearParticleGroups();
var placeholder = Vector3.back * 1000;
for (int i = 0; i < controlPoints.Length; i++)
{
var point = points[i];
var controlPoint = snake.transform.InverseTransformPoint(point.transform.position);
controlPoints[i] = controlPoint;
Vector3 previousPoint =
i <= 0
? placeholder
: controlPoints[i - 1];
Vector3 nextPoint =
i >= controlPoints.Length - 1
? placeholder
: controlPoints[i + 1];
previousPoint = previousPoint != placeholder
? previousPoint
: controlPoint;
nextPoint = nextPoint != placeholder
? nextPoint
: controlPoint;
if(i != 0) distance += Vector3.Distance(previousPoint, controlPoint);
var inTangentVector = -(controlPoint - previousPoint) * 0.02f;
var outTangentVector = (nextPoint - controlPoint) * 0.02f;
blueprint.path.AddControlPoint(controlPoint, inTangentVector, outTangentVector,
Vector3.up, 0.1f, 0.1f, (i == 0 || i == controlPoints.Length-1 ? ropeThickness*0.8f : ropeThickness), 1, Color.white,
//i.ToString());
$"{(i == 0 ? "start" : i == controlPoints.Length - 1 ? "end" : i.ToString())}");
blueprint.path.filters[i] = ObiUtils.MakeFilter(-1, 0);
}
blueprint.path.FlushEvents();
return blueprint;
}
}
}
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Updating softbody vertex color at runtime |
Posted by: Aroosh - 03-04-2025, 07:32 AM - Forum: Obi Softbody
- Replies (2)
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Hello
I am using a vertex color shader with softbody and want to update the vertex colors for the mesh. The issue is when I try to get the mesh from Skinner it does not give me the mesh that's currently being used but instead gives the shared mesh.
Thank
Aroosh
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How can I detect my second actor in a solver? |
Posted by: anthony_dev - 27-03-2025, 04:05 PM - Forum: Obi Rope
- Replies (9)
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Hi, I am working on a project where I need to check if a rope is colliding with another rope, if not I will then destroy that rope after enough frames without collision passes.
It is very similar to how `TangledRopes.unity` sample works. I access the solver and on `Solver.OnParticleCollision()`event I call my collision checker function, here's a snippet of the code and my issue:
Code: private void Solver_OnParticleCollision(ObiSolver solver, ObiNativeContactList contacts)
{
for (int i = 0; i < contacts.count; ++i)
{
var ropeA = solver.particleToActor[solver.simplices[contacts[i].bodyA]].actor;
var ropeB = solver.particleToActor[solver.simplices[contacts[i].bodyB]].actor;
if (ropeA == ropeB) //Always true for some reason
{
//Breakpoint
continue;
}
//Do Something
}
}
I never can access to the "Do Something" part of the code. In my debugging I found that EVERY contact is from `Rope_0` and none is from `Rope_1`. The ropes are on top of eachother, even twisted together. They are under the same solver. They are both in group 0 in particles and points in blueprint.
Why may this be?
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Obi 7 disable simulation |
Posted by: natko1412 - 27-03-2025, 11:34 AM - Forum: Obi Rope
- Replies (6)
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Hi, in Obi6 I could disable simulation, but still have rendering done by not running code in custom Updater. How would I do this in new version?
This was my updater before:
Code: using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using Obi;
/// <summary>
/// Updater class that will perform simulation during FixedUpdate(). This is the most physically correct updater,
/// and the one to be used in most cases. Also allows to perform substepping, greatly improving convergence.
//[AddComponentMenu("Physics/Obi/Obi Fixed Updater", 801)]
[ExecuteInEditMode]
public class CustomUpdater : ObiUpdater
{
/// <summary>
/// Each FixedUpdate() call will be divided into several substeps. Performing more substeps will greatly improve the accuracy/convergence speed of the simulation.
/// Increasing the amount of substeps is more effective than increasing the amount of constraint iterations.
/// </summary>
[Tooltip("Amount of substeps performed per FixedUpdate. Increasing the amount of substeps greatly improves accuracy and convergence speed.")]
public int substeps = 4;
public bool solve = false;
private float accumulatedTime;
private void OnValidate()
{
substeps = Mathf.Max(1, substeps);
}
private void Awake()
{
accumulatedTime = 0;
}
private void OnDisable()
{
//Physics.autoSimulation = true;
}
private void FixedUpdate()
{
if (solve)
{
ObiProfiler.EnableProfiler();
BeginStep(Time.fixedDeltaTime);
float substepDelta = Time.fixedDeltaTime / (float)substeps;
// Divide the step into multiple smaller substeps:
for (int i = 0; i < substeps; ++i)
Substep(Time.fixedDeltaTime, substepDelta, substeps - i);
EndStep(substepDelta);
ObiProfiler.DisableProfiler();
accumulatedTime -= Time.fixedDeltaTime;
}
}
private void Update()
{
ObiProfiler.EnableProfiler();
Interpolate(Time.fixedDeltaTime, accumulatedTime);
ObiProfiler.DisableProfiler();
if (solve)
accumulatedTime += Time.deltaTime;
}
}
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Reduce particles after blueprint created |
Posted by: webmagic - 25-03-2025, 07:25 AM - Forum: Obi Softbody
- Replies (1)
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Hi Obi,
we have an rabbit using obi softbody, but we want more efficiency, so we want to reduce particles in specified part, for a rabbit we just want it's ears more soft, but want to reduce other body part's particles.
we successfully deleted the particles (keep the bones particles) and updated the blueprint, but so sad when we start to run , error occured and even ai dont know why:
IndexOutOfRangeException: Reading from index 7926 is out of range of '7920' Capacity.
Obi.ObiNativeList1[T].get_Item (System.Int32 index) (at Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:86)
Obi.ObiShapeMatchingConstraintsBatch.Merge (Obi.ObiActor actor, Obi.IObiConstraintsBatch other) (at Assets/Obi/Scripts/Common/Blueprints/Constraints/Batches/ObiShapeMatchingConstraintsBatch.cs:179)
Obi.ObiConstraints1[T].Merge (Obi.ObiActor actor, Obi.IObiConstraints other) (at Assets/Obi/Scripts/Common/Blueprints/Constraints/ObiConstraints.cs:58)
Obi.ObiSolver.PushConstraints () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:2230)
Obi.ObiSolver.StartSimulation (System.Single stepDelta, System.Int32 simulationSteps) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1647)
Obi.ObiSolver.LateUpdate () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1169)
the main problem is that looks like when we recreated(updated) the blueprint, something wrong in formart, or the blueprint modified after bind ??
so is it possible to make this happen, or any tips for us, especially which part of obi codes need to read ??
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unity6 errors |
Posted by: lacasrac - 23-03-2025, 07:02 PM - Forum: Obi Rope
- Replies (1)
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System::InvalidOperationException: The UNKNOWN_OBJECT_TYPE has been declared as [ReadOnly] in the job, but you are writing to it.
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ff81bba26ee (Unity) burst_abort
0x00007ff81bf91b13 (Unity) scripting_raise_exception
0x00007ff81b171a20 (Unity) AtomicSafetyHandle_CUSTOM_CheckWriteAndThrowNoEarlyOut
0x00007ff84667b46e (b17746e930b15012bc57d9fa4529f1d) Unity.Jobs.IJobParallelForExtensions.ParallelForJobStruct`1<Obi.InterpolationJob>.Execute(ref Obi.InterpolationJob jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_1a17c9416545ae7079718413b8a5101d from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at E:/UnityProjects/Heimdall/Library/PackageCache/com.unity.burst@7a907cf5a459/.Runtime/unknown/unknown:0)
0x00007ff84667aebd (b17746e930b15012bc57d9fa4529f1d) a4a634249c44e2582a125e65e3f3bb03
Unity 6.0.42f1
Hello,
Can yomebody help me in this? unity 6 hdrp latest, obi7 not working, and pink materials
All the samples are not working 
Thanks, Leslie
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Growing a rope attached to an object |
Posted by: sinoth - 18-03-2025, 12:20 AM - Forum: Obi Rope
- Replies (1)
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I have a rope attached statically via ObiParticleAttachment to an immobile object at the beginning, and a movable object (my hand in VR) at the end.
The initial scripted attach works great and the rope behaves as expected. However I can't figure out how to properly grow or shrink via the cursor.
The cursor is set to Cursor Mu 1, Source Mu 1, Direction checked. The rope does grow and shrink. However it seems that the ObiParticleAttachment becomes invalidated because of this. I attempted to repair the attachment every time the cursor is changed but this also fails -- the rope hangs limp as though unattached.
Code: public class RopeController : MonoBehaviour
{
public float speed = 0.1f;
public GameObject handObject;
private bool _addedAttachment;
private ObiParticleAttachment _attachment;
private ObiRopeCursor _cursor;
private ObiParticleGroup _group;
private ObiRope _rope;
private InputAction _ropeDecrease;
private InputAction _ropeIncrease;
private void Start()
{
_ropeIncrease = InputSystem.actions.FindActionMap("Player").FindAction("Rope Increase");
_ropeDecrease = InputSystem.actions.FindActionMap("Player").FindAction("Rope Decrease");
_cursor = GetComponent<ObiRopeCursor>();
_rope = _cursor.GetComponent<ObiRope>();
}
private void Update()
{
if (!_addedAttachment && _rope.solver.positions.count > 0)
{
var lastParticleInitId = _rope.elements[^1].particle2;
_group = ScriptableObject.CreateInstance<ObiParticleGroup>();
_group.particleIndices.Add(lastParticleInitId);
_rope.solver.positions[lastParticleInitId] =
_rope.solver.transform.InverseTransformPoint(handObject.transform.position);
_attachment = gameObject.AddComponent<ObiParticleAttachment>();
_attachment.attachmentType = ObiParticleAttachment.AttachmentType.Static;
_attachment.particleGroup = _group;
_attachment.target = handObject.transform;
_addedAttachment = true;
}
if (!_addedAttachment || (!_ropeIncrease.IsPressed() && !_ropeDecrease.IsPressed()))
return;
if (_ropeIncrease.IsPressed())
_cursor.ChangeLength(speed * Time.deltaTime);
if (_ropeDecrease.IsPressed())
_cursor.ChangeLength(-speed * Time.deltaTime);
_rope.RebuildConstraintsFromElements();
var lastParticleId = _rope.elements[^1].particle2;
_group.particleIndices.Clear();
_group.particleIndices.Add(lastParticleId);
_rope.solver.positions[lastParticleId] =
_rope.solver.transform.InverseTransformPoint(handObject.transform.position);
_attachment.particleGroup = _group;
_attachment.target = handObject.transform;
}
}
The solver doesn't seem to be initialized in Start which is why I moved the initial attach logic to Update.
If there is a better way to do this please let me know. I just want to grow/shrink the rope from the end but still have it stuck to my hand.
I think I may have figured it out... I changed the attach at the bottom to this:
Code: var lastParticleId = _rope.elements[^1].particle2;
_group.particleIndices.Clear();
_group.particleIndices.Add(lastParticleId);
_rope.solver.positions[lastParticleId] =
_rope.solver.transform.InverseTransformPoint(handObject.transform.position);
_attachment.enabled = false;
_attachment.target = null;
_attachment.target = handObject.transform;
_attachment.enabled = true;
The main changes were to disable, target null, then set target, and re-enable. Is that the intended way to do this?
Also I'm unsure how RebuildConstraintsFromElements() fits into the picture... should this be called every time after cursor.ChangeLength is called?
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