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Change rod section at run...
Forum: Obi Rope
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Today, 06:07 AM
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Sliding along a rope
Forum: Obi Rope
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Yesterday, 07:43 PM
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In SolidifyOnContact exsa...
Forum: Obi Fluid
Last Post: asimofu_ok
Yesterday, 04:15 PM
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Is it possible to render ...
Forum: Obi Fluid
Last Post: asimofu_ok
Yesterday, 10:07 AM
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Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
31-07-2025, 02:38 PM
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Get separate particles pa...
Forum: Obi Fluid
Last Post: slimedev
29-07-2025, 06:51 PM
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Solver outside of hierarc...
Forum: General
Last Post: Jawsarn
29-07-2025, 06:19 PM
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
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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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
» Views: 182
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Convert from unity 2021 to 2022 |
Posted by: lacasrac - 19-03-2023, 05:06 PM - Forum: Obi Rope
- Replies (11)
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unity 2021:
public void SetSimplices(int[] simplices, SimplexCounts counts)
{
this.simplices.CopyFrom(simplices);
how to convert this line to 2022?
Assets\Obi\Scripts\Common\Backends\Burst\Solver\BurstSolverImpl.cs(314,37): error CS1503: Argument 1: cannot convert from 'int[]' to 'in Unity.Collections.NativeArray<int>'
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Four ropes linked at the bottom? |
Posted by: dmenn - 19-03-2023, 03:22 PM - Forum: Obi Rope
- Replies (1)
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I'm having a heck of a time. I would like to have four ropes, stationary at the top, and linked together at the bottom. When something hits one rope they should all react because of the bottom link. Is there an example of such a setup I could look at?
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Cannot have more than two objects in scene |
Posted by: MEPETAMINALS - 18-03-2023, 08:52 PM - Forum: Obi Cloth
- Replies (5)
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I'm not sure where to start here, as I'm unable to identify what the issue actually is.
I'm working on a sailing system -- and it works well with a single sail.
I'm working on an object with three cloth blueprints active, and it crashes instantly every time I attempt to build or run from editor. No error messages are produced. This happens if I have three separate cloth blueprints, or the same blueprint duplicated twice. (All three are parented to the same solver in all cases.)
Doesn't seem to be performance related, as they are relatively simple bp's. (140 particles each). Two will run at around 200fps, but adding the third, even after runtime will always result in a crash, regardless of which of the three is activated. i.e. any two is fine, any three always fully crashes unity.
Any thoughts to where I should begin to sort out what's causing this?
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How to swing the rope correct? |
Posted by: lacasrac - 18-03-2023, 04:28 PM - Forum: Obi Rope
- Replies (1)
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So my player can grap the rope where he want.
I want to use the left/right cursors to add velocity to the rope to swing it left, right.
What is the correct way to do this?
If I add left or right velocity to the current, or all particles than the rope movement will be not right.
I mean I have rope and I have chain from metal what is heavy, but the rope not moving correctly. Correct means that the all particle stay in 1 line only. So not flexible at all.
1, how can move all the particle?
2, how can remove the flexibility of the rope, so I want a hard rope
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Re-enabling a softbody with bones |
Posted by: beegon - 18-03-2023, 06:29 AM - Forum: Obi Softbody
- No Replies
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I'd like to disable and re-enable a softbody with a skeleton, but when I re-enable it, the skin weights don't work correctly anymore. The skeleton's animation no longer influences the softbody at all. The same thing happens when I disable and re-enable the Obi Softbody Skinner component so I guess it has something to do with that. Is there some way to do this properly?
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Entities Package Compatability |
Posted by: SuikaSukiyo - 18-03-2023, 05:37 AM - Forum: General
- Replies (3)
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I am getting a few errors when trying to use Obi in a project with Entities.
Quote:Assets\Obi\Scripts\Common\Backends\Burst\DataStructures\NativeMultilevelGrid.cs(34,13): error CS0305: Using the generic type 'UnsafeList<T>' requires 1 type arguments
Assets\Obi\Scripts\Common\Backends\Burst\DataStructures\NativeMultilevelGrid.cs(88,36): error CS8377: The type 'NativeMultilevelGrid<T>.Cell<T>' must be a non-nullable value type, along with all fields at any level of nesting, in order to use it as parameter 'T' in the generic type or method 'NativeList<T>'
Assets\Obi\Scripts\Common\Backends\Burst\Solver\DequeueIntoArrayJob.cs(12,31): error CS8377: The type 'T' must be a non-nullable value type, along with all fields at any level of nesting, in order to use it as parameter 'T' in the generic type or method 'NativeQueue<T>'
My guess is that it's the experimental Collections package (2.1.0-pre.2) causing it.
How can I fix this?
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where are the visuals updated? car experiment download |
Posted by: tegleg - 17-03-2023, 02:43 PM - Forum: Obi Softbody
- Replies (5)
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Hi
i managed to get custom physics working with OnBeginStep and it is working nicely
now the visuals are lagging behind, where is that updated?
as you can see in the video the visual representation of the softbody lags behind the wheels and camera, both updated in OnBeginStep
thanks
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Stretch and relax rope problem |
Posted by: berko - 16-03-2023, 05:54 PM - Forum: Obi Rope
- Replies (3)
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Hi,
I want to make a rope passing through some set of points, let's say, p1, p2, p3, p4.
but I want its original length is |p1-p2|. I want rope is full stretched and tight when rope end point is at p4.
I setup rope on edit mode, and when I play, rope passes through my desired points.
My desire is when rope is released from p4 it must be relaxed and gets to its original length of |p1-p2|.
When I setup control points to make rope pass through all points, when it is released it keeps its length |p1-p2| + |p2-p3| + |p3-p4|. Hoverer I want it length to be |p1-p2|
How can I achieve this?
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