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Rope going through wall
Forum: Obi Rope
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11 hours ago
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Change rod section at run...
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Sliding along a rope
Forum: Obi Rope
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In SolidifyOnContact exsa...
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Is it possible to render ...
Forum: Obi Fluid
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Cloth has stretchy behavi...
Forum: Obi Cloth
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Get separate particles pa...
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Solver outside of hierarc...
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Rope ignoring colliders o...
Forum: Obi Rope
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24-07-2025, 07:03 AM
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
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  how to add the Skin Constructions script?
Posted by: astest - 30-05-2023, 10:46 AM - Forum: Obi Cloth - Replies (2)

try to add it, there is a prerequisite and it is exposed.

http://obi.virtualmethodstudio.com/forum...light=hair


Iread the thread above, but I'm not sure. help me

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  TOUCH INPUT
Posted by: swancollective - 27-05-2023, 12:24 PM - Forum: Obi Softbody - Replies (1)

Hey all,

I try to create the same behavior of the Particle Picker+Dragger (like in the Dragon sample scene) for a mobile app. But the touch input doesn't move the softbody.
How can I make it recognize my touch/finger pressing and dragging?

GPT-4 couldn't help me with this one!

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  In game parenting of Obi Particle Attachment
Posted by: Holty - 27-05-2023, 09:15 AM - Forum: Obi Rope - Replies (15)

Hi there,

I have searched for a solution to this and found a few good hits but nothing seems to be working for me for some reason.  Triste

I'm using Obi Rope in a VR setting as part of a ladder fall arrest system. I basically just need something whereby when the player grabs the end Obi Particle attachment of the rope and attaches it to a fall delay device which is a child of the VR player avatar. I have the grabbing bit working fine. The player can interact with the rope end no problem. It's the parenting of the obi particle attachment end to the fall delay device that's just not playing ball. There are colliders on both the delay device (parent) and the Obi Participle End (child) and obviously a rigid body on the particle end. I'm using fairly basic code with parent and child objects set in the inspector.

private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject == parentObject)
        {
            childObject.transform.SetParent(parentObject.transform, true);
        }


Hope someone can help. Many thanks.

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  bodyA on Solver_OnCollision yielding arbitrary index
Posted by: michendo - 27-05-2023, 06:09 AM - Forum: Obi Cloth - Replies (1)

I am using Solver_OnCollision on CollisionEventHandler to discover colliding OBI bodies.
contact.bodyB provides the correct index = 2
However, contact.bodyA provides an arbitrary index of 352, which is well beyond the count of world.colliderHandles (there are 3).

Can you please advise? Code attached.

void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{


var world = ObiColliderWorld.GetInstance();

// just iterate over all contacts in the current frame:
foreach (Oni.Contact contact in e.contacts)
{

// if this one is an actual collision:
if (contact.distance < 0.001f)
{

ObiColliderBase HitCollider = world.colliderHandles[contact.bodyB].owner;
if (HitCollider != null && HitCollider.gameObject.tag != "Tether")
{
Debug.Log("Body count = " + world.colliderHandles.Count); // returns 3
Debug.Log("bodyA = " + contact.bodyA); // returns 352
Debug.Log("bodyB = " + contact.bodyB); // returns 2

if (world.colliderHandles[contact.bodyB].owner != null)
{

Debug.Log(HitCollider.gameObject.name);
}

}
}
}
}

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Gran sonrisa [SOLVED] How to hang a softbody using Hinge Joint?
Posted by: eduardoseitz - 26-05-2023, 11:19 PM - Forum: Obi Softbody - Replies (3)

I want to know how to hang a softbody rigidbody using unity's Hinge Joint component but I didn't find any example on the documentation. When I try the body falls instead of following the attached rigidbody. How can I achieve that? An example would be nice.

Thank you very much.

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  physical does not apply
Posted by: astest - 26-05-2023, 08:36 AM - Forum: Obi Cloth - Replies (2)


.gif   w13.gif (Size: 989.96 KB / Downloads: 18)
   
   
what is included as an example of Obi copied Man_trenchcoat.

the Obi Softbody Skin Mesh went well
why is cloth like this?

if you add obi-particle attachment, it's fixed on your head
but like cloth physical not applied
it's stiff.

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  How to know the orientation of the rope ends
Posted by: jayanaveenaa - 24-05-2023, 11:40 PM - Forum: Obi Rope - Replies (5)

Hii, Just started using obi rope to make shooting rope, in which a gameobject has a projectile motion and sticks to the wall upon collision. If you notice, all the ropes, end anchors and blueprints are duplicated. For some reason, with the vector input for force, each one of them are flying off to different direction. Is there any orientation issue or end points of rope affects the motion. If you can point out the issue it will great.



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  When update Mesh Colliders can't update Obi Collider
Posted by: jeffLin - 24-05-2023, 12:50 PM - Forum: Obi Fluid - Replies (3)

Hi,
I refer to this thread to make meshCollider update, but ObiCollider does not refresh
Know that meshCollider is expensive so useful use distance fields 

I would like to ask how to update the MeshCollider of ObiCollider? Because I am developing an adult game, I can't post a screenshot here

[Offline Rendering] update Mesh Colliders (virtualmethodstudio.com)

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  Mud Simulation
Posted by: Rexima - 24-05-2023, 09:49 AM - Forum: Obi Fluid - Replies (1)

Hi,

im working on a hobby project and i want to ask if it's possible to create such a mud simulation like in the video with obifluid?
https://www.youtube.com/watch?v=5B4Yyvqfj1w

Terrain Editing is fully implemented, i use currently rigidbody balls for the visual aspect, but i want something more realism.

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  Rope lags behind moving object in VR
Posted by: patrakus - 23-05-2023, 12:17 PM - Forum: Obi Rope - Replies (2)

We are using Obi Rope to simulate cables connected to tools inside machine in VR and we encountered issue, where when we moved object with attached rope, the mesh of rope is behind aproximetly one frame relativly to moved object. I checked forum and docs and I only found that someone had similar issue, but it was never resolved. In project we are using URP specifically for Quest 2. What could possibly couse this issue?



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