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Change rod section at run...
Forum: Obi Rope
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Sliding along a rope
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In SolidifyOnContact exsa...
Forum: Obi Fluid
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Is it possible to render ...
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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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Ladder made by Ropes (Rat...
Forum: Obi Rope
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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
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Burst compiler (1.6.6) failed running |
Posted by: lethemre - 16-03-2023, 11:36 AM - Forum: Obi Softbody
- Replies (1)
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I am using obi softbody in my project and on android build there is no error.
When I build for IOS. Build failed with this error :
BuildFailedException: Burst compiler (1.6.6) failed running
stdout:
stderr:
llvm-lipo: error: No such file or directory
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.6.6/Editor/BurstAotCompiler.cs:1447)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunNativeProgram (System.String exePath, System.String arguments, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.6.6/Editor/BurstAotCompiler.cs:1339)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunNativeProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.6.6/Editor/BurstAotCompiler.cs:1318)
I am using M2 macbook and a obi asset which use burst package. On android build there is no error or anything.
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Runtime Length Per Start/End Positions |
Posted by: aderae - 14-03-2023, 03:13 PM - Forum: Obi Rope
- Replies (1)
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Hey!
I have an issue. Right now I am creating a very short rope with let's say 0.2 resolution which ends up creating 4-5 particles. This is perfectly fine on a short distance like this but I am also dynamically moving end point of the rope. Imagine a rope is tied to a stone (start) and a person just runs around carrying the other side (end) of the rope. On smaller distances, this is working really good however when the person gets away from the stone, 4 particles are no longer enough. What I want is to dynamically add / remove particles to the rope depending on the distance. Changing blueprint's resolution through code doesn't work but changing the blueprints resolution through editor works (to an extend, sometimes it just gets confused and throws lots of out of index exceptions).
I tried using ObiRopeCursor but since I am moving end point through code, it ends up adding particles in a very weird way. I think this is only supposed to work on stationary ropes?
I also tried starting with a large particle amount like 20-30. This is actually working the best but the issue in this one is, the moment I create the rope on runtime, since the distance between start and end points are very short (I am also dynamically creating the rope blueprint) it takes around 3 seconds for simulation to show a proper rope and until then it just flies around like you are suddenly entangling a very long rope.
Any suggestions are welcome.
Thanks in advance
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invalid subscript '_ShadowCoord' in ParticleShader.shader |
Posted by: riesvriend - 14-03-2023, 02:17 PM - Forum: Obi Rope
- No Replies
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Error in line 100, build error "invalid subscript '_ShadowCoord' in ParticleShader.shader"
Code: UNITY_LIGHT_ATTENUATION(atten,i,0);
Per https://forum.unity.com/threads/invalid-...er.982245/, the below change in line 49 fixed it:
Code: struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float4 mapping : TEXCOORD0;
float3 viewRay : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float3 a2 : TEXCOORD3;
float3 a3 : TEXCOORD4;
UNITY_LIGHTING_COORDS(5, 6) // Fix. This was: LIGHTING_COORDS(5, 6)
};
Failing project is Android OpenGLES3. Can't reproduce in a blank but similar project. Any clues?
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Android not building - missing URP dependency |
Posted by: riesvriend - 14-03-2023, 01:10 PM - Forum: Obi Rope
- Replies (1)
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My scenario
- Create New 3D project in Unity
- Add Obi Rope 6.5.1 (My Assets)
- Add Universal RP (Unity Registry)
- Add Collections (Unity Registry) -> Burst is already there by default
- Add a Rope to the sample scene
- Build for Windows -- OK
- Build for Android, 2 errors:
Shader error in 'Obi/URP/Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)
- Delete folder Assets/Obi/Resources/ObiMaterials/URP from project
Builds OK now.
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How to get particles in a group? |
Posted by: tegleg - 14-03-2023, 01:07 PM - Forum: Obi Softbody
- Replies (8)
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Hi
as the title says how do i get particles in a group from code?
would it be possible to post a snippet to illustrate how its done?
ultimately im looking to get the position of said particles
thanks
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Issue: Particle Attachments/Instantiated Rope desync |
Posted by: Kemo. - 12-03-2023, 06:26 PM - Forum: Obi Rope
- No Replies
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I have a rope prefab with 2 particle attachments which reference child transforms with fixed joints on them.
I also have an Attach(transform) function which moves these particle attachment positions, and fills the fixedjoint connected body.
This all works fine on the prefab if it's already in the scene when I press Play, and then call Attach(), but if I instantiate (ropeprefab), set it's transform parent to the solver and call Attach() in the same frame, it seems the particle attachments will go to the correct position, while the rope appears to remain as if the attachments never moved. If I move the attached transforms afterwards, the rope will move relative to them properly (but with a permanent offset).
Not sure what's going on here or how to fix it.
EDIT: RESOLVED by pooling some ropes
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Obi Questions |
Posted by: Hummy91 - 10-03-2023, 11:52 AM - Forum: General
- Replies (1)
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Hello. I'm not currently an Obi user, however I'm very interested in a number of the available assets. Due to a few other solutions falling short that I won't name, obi seems like an all round well put together set of tools. That being said, I have some questions regarding a few of the Obi products before I commit to integrating them into our project.
Obi Fluid:
- On the asset store this tool is listed as not supporting HDRP and there are some discussions on eventually supporting HDRP though there hasn't been any mention recently. I was wondering if this is still down the road and if so, is there an expected timeline?
Obi Rope: - I'm interested in using Obi rope, however in our current project we're using a combination of ArticulationBodies and Rigidbodies. I wanted to check if ObiRope had been tested with ArticulationBodies in any manner and if there were any issues to be aware of? Due to the nature of ArticulationBodies, we do often end up using a Rigidbody as a proxy/intermediate connection in order to get ArticulationBody based objects moving around so I don't expect much contention here anyway.
Obi Cloth:- The current solution we're using for cloth physics is falling short due to instantiation limitations. Our clothing system effectively streamlines the work flow for our artists by generating a prefab for each SkinnedMeshRenderer component as a standalone object/prefab. In other words, it's saved without anything else, no bone hierarchy etc. This causes the SkinnedMeshRenderer component to lose/clear it's bone references once prefabed. When these prefabs are instantiated at runtime, the system is passed a target renderer (the character for example) and the bones on prefab's SkinnedMeshRenderer are assigned and setup. This works across the board in our project but obviously introduces potential complications when dealing with additional systems that interact with the mesh.
Would Obi Cloth support adding cloth physics to such prefabs and function correctly once instantiated? From the material I've seen I would assume so due to the way the particle data is cached in a file but I don't know enough about this to be certain.
Obi SoftBody:- We're interested in making use of the soft body asset to simulate more realistic/interesting character physics. However the model we use requires a high base complexity (around ~80k triangles). Would this be a blocking issue when using ObiSoftbody? And are the particle scaling/count tools enough to finetune the performance to a reasonable state? (Tested an asset recently that had a 65k limit).
- When .. 'softening'? parts of the character mesh, we'd want to isolate specific parts of the character mesh where this occurs, and other areas where there is little or no softening and collision. Is this something that can be achieved/fine tuned? Based on the available video content, it appears this way but its not entirely clear and the video release dates seem to predate the latest versions by quite a bit.
- Furthermore, due to the particle based nature of obi soft body, how would this interact with skinned attachments like clothing? For example if the characters arm was using ObiSoftbody, would this affect the skin and therefore attached clothing would follow along? Or would this require applying ObiSoftbody to all of our skinned clothing with some synced up particle skinning data?
- Does ObiSoftbody play nicely with blendshapes? We use these quite extensively.
- What is the difference/point of ObiSoftbody's Surface and Volume modes? I understand how they differ technically, but I'm unsure what the purpose of those differences is outside of perhaps stability of the simulation and some sort of backface interactions?
Quite a long list of questions there, thanks for your time
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Obi Rope - Tear Event |
Posted by: Augusto - 09-03-2023, 04:35 PM - Forum: Obi Rope
- Replies (1)
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Hi,
Firstly, congratulations, these plugins are simple incredible!
Perhaps I missed something, but, is there an event to detect the rope tear?
Some kind of "rope.OnTear()" callback would be great.
I'm doing a climber game, ropes are tearing ok according to the resistence used. I'm just missing something to detect this event, and instantiate an effect (particles) on the event point.
Thanks,
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