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Rendering rope and performance cost |
Posted by: Zombie1111 - 22-02-2023, 06:33 PM - Forum: Obi Rope
- Replies (5)
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I have been experimenting with using colliders and joints instead of using obi rope because it may fit my game better. However when I got the joints to behave properly I thought I could just modify obi ropes render components a little to get it to work with my joints, but it unfortunately was not that easy.
I have two questions!
1: I tried disabling the obiPathSmoother component and it decreased the performance cost of each rope by around 50%. Is really 50% of the performance cost of a rope just rendering it?
2: Is there anyway I could use obi rope to render a rope using joints? I have a array of positions I want the rope to go through. How does obi rope know where to render the rope?
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Obi Cloth Particle Attachment |
Posted by: BobPrespective - 21-02-2023, 05:10 PM - Forum: Obi Cloth
- Replies (1)
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Hi all,
I have an issue regarding Obi Particle Attachments in regards with the Obi Cloth.
I have the setup (as visualized in the attachments) with 3 ObiParticle Attachments
2 attachments are on object X with Particle Group 1
1 attachment is on object Y with Particle Group 2
(i am using Objects at the X and Y position to detect overlap for when it should be attached together, and 1 attachment to switch between the 2 different object to actually snap them together)
When changing the Target manually via the inspector of one of the X Attachments to the same Target as the Y attachment the cloth forms a circle and the position of the particles is snapped together,
this behaviour is what i am looking for but instead of manually setting the Target i want to do the same via script.
Instead of snapping the X particles to the Y particles it seems they keep their positional offset when the Target is changed.
I cannot find the piece of code that would provide this change in behaviour when either setting the Target from the inspector or the Target in the ObiParticleAttachment and would like some help or clarification.
Thanks in advance.
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rope physics on external rigidbodies |
Posted by: ellioteserin - 21-02-2023, 12:51 PM - Forum: Obi Rope
- Replies (2)
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Hi,
Im looking at purchasing Obi Rope for a project but theres a particular feature that I would really need for it to be useful and I am wondering if it exists:
Basically, can Obi Ropes apply forces to rigidbodies that arent constrained to the rope? An example might be, could a cylinder with a dynamic rigidbody be suspended on a rope just by being placed on a rope? And could I then apply forces to that cylinder by moving the rope?
If not, I might be able to find a workaround but I couldnt see any demos of this sort of thing happening which is why I wanted to ask before purchasing.
Thanks a lot,
Elliot
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Compatibility to Unity 2023.1 |
Posted by: ImpossibleRob - 20-02-2023, 09:33 PM - Forum: Obi Rope
- Replies (8)
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The documentation how to activate the burst solver is still stating rather old version numbers it seems. I try to get it running in 2023.1 but there Burst is quite advanced and the collections package does not contain needed types anymore so there will be many compile errors.
How can I get the Burst backend properly activated in the new Unity and Burst versions?
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Managing thousands of objects |
Posted by: ImpossibleRob - 20-02-2023, 09:31 PM - Forum: Obi Rope
- Replies (4)
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I have a game where the user can place many objects, potentially thousands, and also use a couple of ropes which should then react to these. The issue is, the ObiUpdater becomes incredibly slow looping through all the obi colliders and updating them. It reaches easily 500ms for only 4000 objects on a high-end pc per frame.
What are recommendations to handle such scenes? Are there optimization tricks or settings I can tweak?
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should I buy obi rope for my use |
Posted by: edhoo - 15-02-2023, 10:31 AM - Forum: Obi Rope
- Replies (1)
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.This asset look to be perfect for my use, but I have few questions before buying it:
- I need the rop to break in a precise point and a precise tension.
The rope need to be at a precise distance between the strating point and the ending point before to break, and break at the middle or a choosen point.
Is it possible?
Thank you for your answer : )
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How to disable shadows of particles? |
Posted by: Rearden - 14-02-2023, 01:19 AM - Forum: Obi Fluid
- Replies (2)
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Hey there! Hope you are doing great!
I've checked fluid rendering FAQ, but I haven't seen how to disable shadows of particles. I've tried both forward and deffered Rendering Paths with no luck.
I am using built-in renderer.
Could you please tell me is there any chance to disable shadows of particles?
Thanks in advance!
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Best way to make an arcade goal net |
Posted by: landosilva - 13-02-2023, 11:24 PM - Forum: Obi Cloth
- Replies (1)
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Hi! Just bought the Obi Cloth and was playing with it a bit and it's great, however I'm feeling a bit overwhelmed with so many parameters I can tweak. I didn't manage to get the results I was aiming for, so I was wondering if someone could give me a little help.
What I want is a goal net that can stretch a lot, but keep the ball inside. In my tests the ball was going through the net very often.
Is that achivable with Obi Cloth or should I use some kind of shader deformation instead?
Thanks!
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