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Forum: Obi Rope
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  Obi cloth doing strange things
Posted by: Elsiehar - 08-05-2023, 05:11 AM - Forum: Obi Cloth - Replies (1)

I just want to simulate a towel on a surfboard and can't get it to work.  See video of what it looks like.  You can see that the cloth is going through the collider and it jitters at the top. It also slides off.  I have tried tethering a spot in the centre of the towel to a cube at the point of the surfboard but it still slides off (I removed this for the video).

https://360.articulate.com/review/conten...cf9/review

I am using unity 2021.3.16f1 and am using the cloth in the demo scene but I did create a brand new blueprint as advised on another forum.

Can you please let me know what I am doing wrong.

Thanks

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Exclamación URP 15 incompatibility
Posted by: ImpossibleRob - 06-05-2023, 04:50 PM - Forum: Obi Fluid - Replies (7)

APIs in URP 15 have unfortunately changed so obi fluid cannot be imported into such projects. The errors below will appear. The forum entry https://forum.unity.com/threads/renderta...e.1211052/ seems to discuss a solution but I don't want to fiddle too much with these internals and might break something. A solution would be highly appreciated!

Obi\Scripts\Fluid\Rendering\URP\ObiFluidRendererFeature.cs(276,13): error CS0619: 'ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier)' is obsolete: 'Use RTHandle for colorAttachment'

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  Ropes // Couple of questions
Posted by: 5G_Zendmast - 04-05-2023, 10:05 AM - Forum: Obi Rope - Replies (2)

Hi!

We are more and more getting comfortable using ObiRope in our projects and we are learning something new every time. 
This also means that we get stuck again on certain points and I would like to ask for some help Sonrisa

To set the scene:
- We have a cable that comes from a reel on a vessel
- The cable extends and goes in the water
- Once the cable is extended and at the ocean floor we need to attach the cable to an object on the floor
- This attachement point is not the beginning/end and is not a pre-determined location

I figured out with the documentation how to extend the cable to make it seem like its extending from a reel. 
This looks very nice and works perfectly! 

The next part that I'm stuck at is attaching the the cable to an object.
Usually I would:
- Make a rope blueprint
- Add controlpoint
- Add ObiAttachement component
- Attach an object to the Attachment component and assign the correct controlpoint
- Animate the objects transform to then also animate the cable behaviour at that point. 

Though, in this case the situation is different as there is no rope blueprint with fixed controlpoints.
I can see in the documentation that you can add attachments during runtime but I don't quite understand how to do this. 

I would think we need to know the following:
- Which element has the particles that we want to control
- Add a ObiAttachment
- Assign an object to the ObiAttachment

I'm no pro in scripting unfortunately and this is where I'm getting stuck.
I wanted to visualize the particles to get an idea of how the particles are positioned during runtime but the ObiParticleRenderer component doesn't seem to work and I can't seem to get it to work in any of the demo scenes either. Am I missing something obvious here? I'm using Unity2022 HDRP, and the Render checkbox is ticked in the component. 

I have two screenshots attached to this post.
Hopefully my question makes sense Gran sonrisa

Thanks in advance!

Kind regards



Attached Files Thumbnail(s)
       
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  Collision between granular and fluid
Posted by: dianaenoiuc - 01-05-2023, 12:06 PM - Forum: Obi Fluid - Replies (1)

Hello, is there a way to detect collisions between granular particles and fluid particles?

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  Interact with the object from two ends
Posted by: whatever - 27-04-2023, 10:51 PM - Forum: General - Replies (1)

I want to interact with Obi soft body as an elastic object in virtual reality. I tried using the example object from 'Obi/Samples/Softbody/DeformationGradient'. Even with the Obi collider added to my hand bones, I could barely interact with the Prism. It would somewhat respond, but I couldn't do any of the pinching/grabbing action I hoped to perform. I could grab the base with no issue. I tried to have at least two different 'Obi-Particle Attachment's on both ends and interact with the object from two ends using two bases. But the example only has the 'bottom' 'particle group'. Is there a way I can directly interact with the prism object without attachments? If the attachment is the only way forward, how do I create particle groups so that I can attach them to different rigid objects and interact with the elastic object through them?

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  How can I make the rope in simulation close to USB or Ethernet in real world?
Posted by: parkergu - 26-04-2023, 09:40 AM - Forum: Obi Rope - Replies (1)

Hi,

I am new to ObiRope.

How can I make the rope in simulation close to USB or Ethernet in real world?

What material should I choose? Or What parameters should I adjust?


Thanks a lot!

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  Dynamic Rigidbody Collisions
Posted by: Bharat T - 26-04-2023, 09:11 AM - Forum: Obi Rope - Replies (4)

Hello,

I am trying to implement a dynamic rope that collides with Dyanmic rigidbodies. 

Here in the attached video rope is connected to a static particle attactment, and for the movement I am using the Snake Controller used in demo.
However the collision doesnt seem to be happening very well with the cube which has obi collider, obi rigidbody, box collider, rigidbody attached.

Cube is a dyanmic rigidbody.

Am I missing anything ? 

Kindly let me know if I am.


video link

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  No Elbows!
Posted by: Renman3000 - 26-04-2023, 02:34 AM - Forum: Obi Rope - Replies (2)

Hi is there a way to add an elbow into the rope? 

What I mean is, there is a root, and there is an effector (or end). But is there a way to add in a second "effector", an elbow at the mid range of the rope? 

So the elbow too, can control or have a dictorial effect on the rope, from root to it, and the end effector, from the elbow to the end. 

?

Thanks!

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  Obi 7 beta
Posted by: josemendez - 25-04-2023, 03:31 PM - Forum: Announcements - Replies (1)

We’re releasing a beta version of Obi 7.  If you own any Obi asset and you’re interested in trying this beta out, please write an email to obi+beta@virtualmethodstudio.com stating your invoice number, and we’ll send you a beta version of the asset(s) you own. We’ll start processing these requests on May 3rd. Depending on how many requests we get, it might take a while for us to reply so please be patient Sonrisa.

What’s new in Obi 7:

GPU compute backend

Making its debut in Obi 7, a GPU based physics solver backend written entirely using compute shaders. It can deal with many more particles and constraints than the Burst backend can. Here's an example video of GPU fluids:


Oni backend has been removed

The Oni native backend had been deprecated in Obi 6, and has been entirely removed in Obi 7. This has allowed us to focus our efforts on the Burst and Compute backends, and for tighter integration with Unity.

Multithreaded rendering

Obi 6.X did all rendering and mesh updating in the main thread, the rendering system in Obi 7 has been rewritten from the ground up and is now part of the solver backend chosen. The Burst backend performs mesh updates/rendering in a multithreaded fashion using jobs, and the Compute backend does it uses compute shaders. This greatly improves rendering performance in both backends, something specially noticeable in scenes with many actors.

Here's a comparison between 6.5's rendering performance and 7.0's of the "Benchmark" cloth sample scene when using the Burst backend: 2.5 ms vs 1.5 ms
[Image: OKX8uF4.png]
[Image: uaO58Bl.png]

Improved force zones

Force zones have also been rebuilt from scratch. They’re now fully multithreaded and they support any collider shape, which means you can have capsule or box shaped fields, and even use distance fields. Also, collision filters can now be used with force zones as well, so it’s easy to specify which actors should be affected by which zones.

Just add a ObiForceZone component to any trigger collider, select whether it’s a directional or radial field, set a falloff distance and you’re good to go, here's a couple examples:



Support for non-manifold cloth meshes.

In Obi 7 you can use non-manifold meshes as input to cloth blueprints. No more worrying about your mesh topology.

Automatic cloth decimation

When generating a cloth blueprint, you can choose the amount of detail used to generate particles by specifiying the minimum distance between particle centers. This allows you to take complex meshes and output a simplified cloth blueprint without any need to manually edit your mesh, the simplified cloth simulation is automatically skinned to the full-resolution mesh.

Here's the same cloth mesh at full resolution, and decimated so that particle distance is larger than 0.04:
[Image: WECqwxX.png]
[Image: v8bLKUi.png]

Simplified cloth proxy system

Proxies are now built into the ObiClothRenderer component. Any mesh can be attached to a cloth simulation in a couple clicks: add a ObiSkinmap asset, click "Bind" and you're done.

-------

Remember this is a beta version. Its purpose is to be tested in a variety of use cases by people that haven’t been involved in its development, so that we’re able to identify and fix any issues that arise. This release might be unstable, so please don’t use it in production. If you think you might have found a bug, have any issues with it, any questions, or just want to give us some feedback, write to support(at)virtualmethodstudio.com and let us know!

Once it’s out of beta, then what?

If you own any Obi product(s), then you’ll be able to update them to version 7 for free. If you don’t own Obi yet, you’ll be able to purchase version 7 at it the same price version 6 has. Once you own it you can use it in as many projects as you’d like for as long as you’d like.

Thanks to everyone that has been using Obi over the years, helping us improve it. I hope I’ll be able to keep working on it for as long as possible, and that you’ll be there to enjoy the results.

kind regards,

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  Delay in Rope Pulling
Posted by: vrtraining - 25-04-2023, 08:28 AM - Forum: Obi Rope - Replies (4)

We have a classic crane setup where rope one end is attached (static) with pully at top and the other end is attached with load (dynamic with obi rigidbody and collider). Load is lifted by increasing and decreasing the rope length using the cursor.

We are facing a problem when load and rope are stable and at rest, there is a small delay in pulling up the load (specially when its grounded). It starts pulling the rope after noticeable delay sometimes more than 1-2 seconds.

Is it possible the length of rope is quite large and its taking sometime? how we can improve this?

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