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Change rod section at run...
Forum: Obi Rope
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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
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Is it possible to render ...
Forum: Obi Fluid
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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
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29-07-2025, 06:51 PM
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Solver outside of hierarc...
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29-07-2025, 06:19 PM
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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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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
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Converting Between Fluid and Softbody? |
Posted by: Kemo. - 08-03-2023, 03:10 PM - Forum: Obi Fluid
- Replies (1)
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Hey all, I was wondering if it's possible, and if so how one might go about, to convert a volume of obi fluid into a softbody and vice versa during runtime?
Is there anything preventing me from creating a mesh from a volume of obi particles and instantiating a new softbody actor/blueprint?
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Fluids sucked into colliders |
Posted by: Voolg - 06-03-2023, 01:08 PM - Forum: Obi Fluid
- Replies (2)
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Hi,
Here is a video illustrating the issue: https://youtu.be/37qQ8HVPaqs
The two cubes have a simple script controlling their rigidbody's velocity. If there is some fluid on top of them, and you can see that it get sucked into the cubes' colliders as the cubes gain velocity (despite not moving since they already touch the ground).
This is a simplified example, my real case scenario is that I have fluid in a container moved by the player (using RB velocity only). But when I place the container on a surface (with still some velocity as it is still grabbed by the player), suddenly all the fluid clips through the colliders because of the exact situation illustrated above in the video.
Please note that I took care of changing the rigidbody velocity only, and that a closed container can shake extremely hard without having any fluid tunneling. The issue only occurs when the container touches another collider.
Some additional notes:
- Weirdly enough, when I copy pasted the example above (video) in a new blank scene with only the essential items, I didn't get the issue. But after reloading the new scene, the clipping appeared again against *some* cubes, not all. Despite being exact duplicates.
- I tried in some Obi example scenes (in another, clean project) and got the same issue (eg raclette or viscosity: added RB moving script and set the RB to non kinematic, more mass and no gravity)
- I am in URP
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Obi Rope Jitter Issue |
Posted by: VirtualV - 06-03-2023, 12:31 AM - Forum: Obi Rope
- Replies (7)
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Hi!
I’ve been using Obi Rope in my game and the asset has been amazing! For some reason though, I’m experiencing a weird rope stuttering issue when I enable Rigidbody interpolation on a static particle attachment. The rope is attached to the player using a static particle attachment but whenever I enable interpolation on the player Rigidbody, the rope attachment particle starts jittering. Any ideas why this is happening?
Thanks in advance!
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Blueprint and Bind on runtime |
Posted by: SimonP - 03-03-2023, 11:52 AM - Forum: Obi Softbody
- Replies (2)
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Hi! I am generating the blueprints at runtime and binding the skinnedmesh. Everything works great but I have quite a delay, between 2 and 3 minutes for all the work, so I have two doubts:
1. It is possible to copy each of the variables (Positions, rest, orientations, etc) from the Blueprint to a file and load them again individually in each field. If so, I should call some function once this process is done (This would save me 40s in models already made)
2. The binding process seems to take the longest, is there any way to speed it up? For already created models or for new ones, either option would work well.
Thanks in advance!
PS: The meshes currently go around 20,000 vertices and 500/900 particles depending on the preset.
PS2: I am generating the blueprint with the couritine to avoid any crash or error that the immediate method can give me
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Fuild pass through container Oculus Quest 2/ Hand interaction |
Posted by: Harish - 28-02-2023, 11:35 AM - Forum: Obi Fluid
- Replies (8)
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Hi,
We created the container using Voxel Mesh, In editor while moving the liquid sustains good where in Quest 2 device by hand interaction the liquid gets through the bottom of the container as the container sticks to the hand pose. We even tried the same interactions with the Whiskey bottle even then its pass through the bottle. Kindly assist on further settings to hold the liquid inside the container though using interaction with the container.
Thanks,
Harish
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Obi Rope on moving rigidbody? |
Posted by: lela_tabathy - 28-02-2023, 10:43 AM - Forum: Obi Rope
- Replies (1)
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I'm adding an Obi Rope onto a moving rigidbody (a ship moving in the water). However, the rope falls immediately through the collider (when my ship's rigidbody is set to kinematic, everything works). Is it possible to use the rope on a moving rigidbody?
Also, is it possible to have the rope be completely static, like a regular static mesh? Some of my ropes don't need to be interacted with.
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