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  Async load scenes that has Obi rope, crash?
Posted by: lacasrac - 17-06-2023, 07:12 PM - Forum: Obi Rope - Replies (3)

Obi rope worked like a charm in my big scene.
Finally I decided to break up my big scene into small ones. (a script cut my big scene into small ones)
After this I just call Async load/unload that scenes. And my probleme is:

++ LoadSceneSectorAsyncCoroutine _SCENE_SECTOR_Factory ...
Crash!!!

in that SCENE I have an Obi rope.

System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.

Can you help me what is wrong? Did you tried with a scene that has an Obi rope with AsyncLoad?

Thanks,
Leslie



UPDATE:

full stack trace:


System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ff9e2b29eac (f93dc2e89d393e9066f1a32ffe0f717) Unity.Jobs.IJobParallelForExtensions.ParallelForJobStruct`1<Obi.BurstColliderWorld.IdentifyMovingColliders>.Execute(ref Obi.BurstColliderWorld.IdentifyMovingColliders jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_73c04fea4d034adcf3d7ccb459d2c985 from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at D:/UnityProjects/ProjectNULL2022_NEW/Library/PackageCache/com.unity.burst@1.8.4/.Runtime/unknown/unknown:0)
0x00007ff9e2b291b6 (f93dc2e89d393e9066f1a32ffe0f717) 66ae0ec97032d678ba0cf3bcb6ddfa20
0x00007ff78f600c1c (Unity) ExecuteJob
0x00007ff78f600f84 (Unity) ExecuteJobCopyData
0x00007ff78f601c9f (Unity) ForwardJobForEachToManaged
0x00007ff78f5fde6e (Unity) ujob_execute_job
0x00007ff78f5fd324 (Unity) lane_guts
0x00007ff78f5ffe84 (Unity) worker_thread_routine
0x00007ff78f82d817 (Unity) Thread::RunThreadWrapper
0x00007ffa2dc226ad (KERNEL32) BaseThreadInitThunk
0x00007ffa2fcaa9f8 (ntdll) RtlUserThreadStart

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  Issues with dynamic attachments not responding
Posted by: intheclouds - 15-06-2023, 05:25 PM - Forum: Obi Rope - No Replies

I have a VR project that needs a chain with grabbable ends. I believe I have the correct configuration as I followed the Chains sample scene when making the dynamic particle attachments and setting up ObiColliders and ObiRigidbodies.  However, when I grab one end, the other end does not follow and the chain just stretches.

Here's the bizarre part. When holding one end and then using the player rotate input, the end that I'm holding starts to be affected by the chain physics. I've narrowed it down to the fact that my player rotate logic involves parenting the grabbable to the hand and then reparenting it to its original parent after the rotation. If I let go of the grabbable after doing this and then grab the other end, it pulls the free-end as expected. So it seems like reparenting the grabbable (which has a Unity and Obi Rigidbody) makes it start responding to the rope physics.

Anyone have an idea what could be going on?

https://vimeo.com/836607920

Note: I'm using HurricaneVR for the grab interaction system which uses configurable joints to move a held grabbable.

Additional issue: The chain seems to twist rapidly when moving either end. Is there a setting somewhere that could make it only twist if the end is twisted or at least make the twisting less spastic?



I've concluded that the attachment points being childed to a NetworkIdentity is the root of the problem. Any chance someone has experience using ObiRope with Mirror?

This thread can be closed. I'm going with a hacky solution for now (just reparenting on Start)

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  Setup particulart simulation (set ropes/solver at runtime and detect when solved)
Posted by: uatihb - 13-06-2023, 03:51 PM - Forum: Obi Rope - No Replies

Hi, what I am trying to do is to create ropes at runtime and give them set position/rotation/parameters before running a physics simulation. At the moment I am instantiating a bunch of ropes from a prefab with the rope configured to my liking (I didn't try, but I believe I can configure things at runtime if anything?) and obi rope and solver components disabled, give them back to another system that sets it up and enables everything, wait some time then disable solver and use the results. I was wondering how can I make this better. In particular:

- Do I need to spawn ropes with a disabled components, or can I force parameters/rotation/position after the fact of spawning?

- Can I translate and rotate rope after it was simulated to simulate again without changing its particles relative positions/rotations? I can't seem to change position through changing transform in Unity. When I iterate over Obi.ObiRope.solver.positions and add Vector4(0,10,0,0) it works, but instead of maintaining the shape and nicely falling again the physics just explodes. Also why positions are in vector4?

- Can I somehow detect if a simulation is solved, or +- solved? Currently I wait for time, or certain amount of fixed update steps, but if I use different gravity settings the simulation takes different amount of time. I need something like solver.totalenergy, or totalvelocity to say "if it's < x, assume it is solved", or something like simulation.isActive, or ropeRigidBody.isSleeping.

- At the moment I disable/enable the solver if I want to start/stop simulation. Can I do it in any other way? Can I do it per rope like rigidbody.isKinematic?

Thanks!

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  Unity 2022.3.1f1 crash with Obi
Posted by: aderae - 13-06-2023, 03:29 PM - Forum: General - Replies (3)

Hey,

I upgraded to Unity 2022.3.1f1 LTS yesterday and was using 2022.3.0f1 before without any issues. After the upgrade, when I am in play mode and while playing the game with Obi Rope implementation, I am getting random Unity crashes. Crash logs suggest something related to Obi. Any solution would be great.

Thanks.

Code:
Obtained 35 stack frames
0x00007ff6ef1d7729 (Unity) ScheduleManagedJob
0x00007ff6ee6bcced (Unity) JobsUtility_CUSTOM_Schedule_Injected
0x000002660546b53c (Mono JIT Code) (wrapper managed-to-native) Unity.Jobs.LowLevel.Unsafe.JobsUtility:Schedule_Injected (Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&,Unity.Jobs.JobHandle&)
0x000002660546b363 (Mono JIT Code) Unity.Jobs.LowLevel.Unsafe.JobsUtility:Schedule (Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&)
0x00000266056877e3 (Mono JIT Code) Unity.Jobs.IJobExtensions:Schedule<Obi.BurstColliderCollisionConstraintsBatch/CollisionConstraintsBatchJob> (Obi.BurstColliderCollisionConstraintsBatch/CollisionConstraintsBatchJob,Unity.Jobs.JobHandle)
0x0000026605687493 (Mono JIT Code) Obi.BurstColliderCollisionConstraintsBatch:Evaluate (Unity.Jobs.JobHandle,single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Backends/Burst/Constraints/ColliderCollision/BurstColliderCollisionConstraintsBatch.cs:83)
0x000002660567ab6b (Mono JIT Code) Obi.BurstConstraintsImpl`1<T_REF>:EvaluateSequential (Unity.Jobs.JobHandle,single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Backends/Burst/Constraints/BurstConstraintsImpl.cs:113)
0x000002660567a56d (Mono JIT Code) Obi.BurstConstraintsImpl`1<T_REF>:Project (Unity.Jobs.JobHandle,single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Backends/Burst/Constraints/BurstConstraintsImpl.cs:93)
0x000002660567d0de (Mono JIT Code) Obi.BurstSolverImpl:ApplyConstraints (Unity.Jobs.JobHandle,single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:854)
0x0000026605678763 (Mono JIT Code) Obi.BurstSolverImpl:Substep (single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs:737)
0x0000026605675b11 (Mono JIT Code) Obi.ObiSolver:Substep (single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1594)
0x00000266053ac383 (Mono JIT Code) Obi.ObiUpdater:Substep (single,single,int) (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:91)
0x00000266053a5853 (Mono JIT Code) Obi.ObiFixedUpdater:FixedUpdate () (at C:/Users/Aderae/blossom/Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:52)
0x0000026606b81088 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ff948aee084 (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ff948a2eb84 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3066)
0x00007ff948a2ed1c (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3113)
0x00007ff6ef5b0b14 (Unity) scripting_method_invoke
0x00007ff6ef58f794 (Unity) ScriptingInvocation::Invoke
0x00007ff6ef576db4 (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007ff6ef576eda (Unity) MonoBehaviour::CallUpdateMethod
0x00007ff6ef011f6b (Unity) BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>
0x00007ff6ef0197da (Unity) FixedBehaviourManager::Update
0x00007ff6ef248b66 (Unity) `InitPlayerLoopCallbacks'::`2'::FixedUpdateScriptRunBehaviourFixedUpdateRegistrator::Forward
0x00007ff6ef22855a (Unity) ExecutePlayerLoop
0x00007ff6ef2286e6 (Unity) ExecutePlayerLoop
0x00007ff6ef22ef35 (Unity) PlayerLoop
0x00007ff6f01e78ff (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6f01f44dd (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6f01f27e1 (Unity) Application::TickTimer
0x00007ff6f0664bea (Unity) MainMessageLoop
0x00007ff6f0669bf0 (Unity) WinMain
0x00007ff6f1a4e32e (Unity) __scrt_common_main_seh
0x00007ff9c6c326ad (KERNEL32) BaseThreadInitThunk
0x00007ff9c866a9f8 (ntdll) RtlUserThreadStart

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  Best practice for changing rope lengths and repositioning
Posted by: Holty - 13-06-2023, 10:26 AM - Forum: Obi Rope - Replies (1)

Hi.

I'm having mixed results AFTER moving and changing the lengths of rope. Rope is fine and simulates well until I alter the position / rotation and change the length of the rope. Then it freaks out.

Just to double check my process (sanity check): 

1: Add Obi Rope to scene
2: Add blueprint 
3: Adjust to desired thickness via 'thickness scale' in the Obi Rope Extruded Renderer
4: Rotate the 'Obi Rope' object say 90 on Z so it's vertical and move to position
5: Adjust length with start and end particles

Thanks.

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  Distance field and mesh collider
Posted by: evonnaho7471 - 13-06-2023, 04:31 AM - Forum: Obi Fluid - Replies (1)

Hello,

I am using obi fluid to simulate liquid in a bottle, as I need it to run on mobile AR environment, I found it extremely laggy during the simulation.

I read the document so I know that the lag is due to the use of mesh collider in collision detection. So I generated distance field for the mesh and then added it into the obi collider.

I am not sure should I remove the mesh collider in the obi collider in order to use the distance field or not. Since when I remove it, the fluid go through the mesh, but I think I have generate the distance field correctly, it shows 7 thousands of nodes and the shape is correct.

Thanks.

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  Jitter of softbody
Posted by: 869834876 - 12-06-2023, 10:04 AM - Forum: Obi Softbody - Replies (2)

Hi!

I have an attachment (static) that targets obi softbody.

The softbody jitter when the program is running.

please help.



Attached Files Thumbnail(s)
   
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  Is it possible to connect a Cloth to a Rod
Posted by: azazdeaz - 11-06-2023, 02:42 PM - Forum: Obi Rope - Replies (2)

I'm trying to model a leaf where the middle line (midrib + petiole) is an Obi Rod and the leaf surface is an Obi Cloth.
Is it possible to attach particles from the cloth to particles in the rod? Or is there another way should try?

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  DllNotFoundException
Posted by: dust4justice - 10-06-2023, 03:39 AM - Forum: Obi Rope - Replies (2)

Hello.

I'm getting a DllNotFoundException error when trying the demo Chains scene.
MacBook Pro M2 Max running Ventura 13.
Unity 2022.2.11

Using Burst backend.
Installed:
Burst 1.8.3
Collections 1.4.0
Jobs 0.709.0-preview.7
Mathematics 1.2.6

Jobs -> Leak Detection is set to off.
Jobs -> Burst -> Enable Compilation is on.

Any suggestions to getting this asset working?

Thanks in advance.

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Gran sonrisa [SOLVED] How to stich rope to the center of a softbody surface
Posted by: eduardoseitz - 08-06-2023, 01:46 AM - Forum: Obi Rope - Replies (11)

Hello, I have this problem where I have a softbody object (imagine a cilinder facing up) and wheneaver I generate particles using obi softbody face blueprint 4 equal particles apper on top (see screenshot). The problem is that since the particles are exactly symmetrical I can't hang it stiching a hope since it would be off center. I either need to have one single particle centered on the middle of the top surface or stitch to the 4 particles on top (I tried that but they jump to another position or get deleted automaticly when I enter play mode).
How do you recommend that I solve this problem?

PS: I can edit the mesh if needed.

Thanks in advance.

   
   
   

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