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  How to use debug mode?
Posted by: Kromah - 13-02-2023, 10:30 PM - Forum: Obi Fluid - Replies (2)

Hello,

I have just purchased Obi Fluid and this is the default behavior I get after creating an Obi Solver and assigning it the Water blueprint:



[Image: a.jpg]



For a better understanding on how particles interact I would like to turn on "debug mode" and see the particles individually and not joined together like this.

I've read that this can be done by unchecking "Render" on my ObiParticleRenderer component :




But the only thing this does for me is stopping to render particle shadows. The fluid simulation remains the same.



I'm using Unity 2021.3.16f1 with Obi Fluid 6.5. I'm using the standard Solver + Emitter and standard Render Feature added to the pipeline.



Is something wrong with my setup? How can I have a better look at how the particles work with each other?



Thank you

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  Visualizing Force Magnitude with Color in Obi Softbody
Posted by: cancel - 13-02-2023, 02:07 PM - Forum: Obi Softbody - Replies (1)

[font=Söhne, ui-sans-serif, system-ui, -apple-system,]Hi everyone,[/font]
[font=Söhne, ui-sans-serif, system-ui, -apple-system,]I'm new to the Obi Softbody plugin and I'm trying to understand the behavior of my soft bodies under different loads and boundary conditions. I want to simulate the process of a need insertion and visualize the applied force on the skin, and inside tissure. Just like this figure below(image this is an arm)[Image: FEA_1.png][/font]

[font=Söhne, ui-sans-serif, system-ui, -apple-system,]Is it possible to show the magnitude of the applied force by color in Obi Softbody? I'm imagining that this would involve mapping the magnitude of the force at each vertex of the soft body to a color scale, and using a custom shader to apply the color to the material used for the soft body.[/font]

[font=Söhne, ui-sans-serif, system-ui, -apple-system,]I would greatly appreciate any help or insights from the community on this topic. Thank you![/font]

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  Obi warnings on build
Posted by: Romahaaa - 13-02-2023, 03:23 AM - Forum: General - Replies (1)

Hi,

I got 3 Obi packages in my project - rope/fluid/cloth but using only rope for now.
Each time on build (Unity 2021.3.11) I get these warnings

Code:
Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/NativeMultilevelGrid.cs(34,13): warning CS0618: 'UnsafeList' is obsolete: 'Untyped UnsafeList is deprecated, please use UnsafeList<T> instead. (RemovedAfter 2021-05-18)'
Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/NativeMultilevelGrid.cs(39,32): warning CS0618: 'UnsafeList' is obsolete: 'Untyped UnsafeList is deprecated, please use UnsafeList<T> instead. (RemovedAfter 2021-05-18)'
Assets/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs(301,13): warning CS0618: 'NativeList<int>.CopyFrom(int[])' is obsolete: 'Please use `CopyFromNBC` from `Unity.Collections.NotBurstCompatible` namespace instead. (RemovedAfter 2021-06-22)'
Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs(214,24): warning CS0618: 'ProfilingSample' is obsolete: 'Please use ProfilingScope'
Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs(347,24): warning CS0618: 'ProfilingSample' is obsolete: 'Please use ProfilingScope'
Assets/Obi/Scripts/Common/DataStructures/ASDF/DFNode.cs(18,21): warning CS0414: The field 'DFNode.pad2' is assigned but its value is never used
Assets/Obi/Scripts/Common/DataStructures/ASDF/DFNode.cs(16,21): warning CS0414: The field 'DFNode.pad0' is assigned but its value is never used
Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs(533,13): warning CS0414: The field 'ObiTearableCloth.ctr' is assigned but its value is never used
Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs(532,13): warning CS0414: The field 'ObiTearableCloth.btch' is assigned but its value is never used
Assets/Obi/Scripts/Common/Utils/Attributes/VisibleIf.cs(16,21): warning CS0414: The field 'VisibleIf.fieldInfo' is assigned but its value is never used
Assets/Obi/Scripts/Common/DataStructures/ASDF/DFNode.cs(17,21): warning CS0414: The field 'DFNode.pad1' is assigned but its value is never used
Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs(9,16): warning CS0414: The field 'ObiTerrainShapeTracker.heightmapDataHasChanged' is assigned but its value is never used
Assets/Obi/Scripts/Common/Utils/Attributes/VisibleIf.cs(15,22): warning CS0414: The field 'VisibleIf.eventMethodInfo' is assigned but its value is never used
Assets/Obi/Samples/RopeAndRod/SampleResources/Scripts/RuntimeRopeGenerator.cs(11,14): warning CS0414: The field 'RuntimeRopeGenerator.pinnedParticle' is assigned but its value is never used
Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/NativeMultilevelGrid.cs(34,13): warning CS0618: 'UnsafeList' is obsolete: 'Untyped UnsafeList is deprecated, please use UnsafeList<T> instead. (RemovedAfter 2021-05-18)'
Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/NativeMultilevelGrid.cs(39,32): warning CS0618: 'UnsafeList' is obsolete: 'Untyped UnsafeList is deprecated, please use UnsafeList<T> instead. (RemovedAfter 2021-05-18)'
Assets/Obi/Scripts/Common/Backends/Burst/Solver/BurstSolverImpl.cs(301,13): warning CS0618: 'NativeList<int>.CopyFrom(int[])' is obsolete: 'Please use `CopyFromNBC` from `Unity.Collections.NotBurstCompatible` namespace instead. (RemovedAfter 2021-06-22)'
Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs(214,24): warning CS0618: 'ProfilingSample' is obsolete: 'Please use ProfilingScope'
Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs(347,24): warning CS0618: 'ProfilingSample' is obsolete: 'Please use ProfilingScope'
Assets/Obi/Scripts/Common/DataStructures/ASDF/DFNode.cs(18,21): warning CS0414: The field 'DFNode.pad2' is assigned but its value is never used
Assets/Obi/Scripts/Common/DataStructures/ASDF/DFNode.cs(16,21): warning CS0414: The field 'DFNode.pad0' is assigned but its value is never used
Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs(533,13): warning CS0414: The field 'ObiTearableCloth.ctr' is assigned but its value is never used
Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs(532,13): warning CS0414: The field 'ObiTearableCloth.btch' is assigned but its value is never used
Assets/Obi/Scripts/Common/Utils/Attributes/VisibleIf.cs(16,21): warning CS0414: The field 'VisibleIf.fieldInfo' is assigned but its value is never used
Assets/Obi/Scripts/Common/DataStructures/ASDF/DFNode.cs(17,21): warning CS0414: The field 'DFNode.pad1' is assigned but its value is never used
Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs(9,16): warning CS0414: The field 'ObiTerrainShapeTracker.heightmapDataHasChanged' is assigned but its value is never used
Assets/Obi/Scripts/Common/Utils/Attributes/VisibleIf.cs(15,22): warning CS0414: The field 'VisibleIf.eventMethodInfo' is assigned but its value is never used
Assets/Obi/Samples/RopeAndRod/SampleResources/Scripts/RuntimeRopeGenerator.cs(11,14): warning CS0414: The field 'RuntimeRopeGenerator.pinnedParticle' is assigned but its value is never used
Compiling shader "Obi/URP/Particles" pass "ParticleFwdBase" (vp)
Compiling shader "Obi/URP/Particles" pass "ParticleFwdBase" (fp)
Compiling shader "Obi/URP/Particles" pass "ShadowCaster" (vp)
Compiling shader "Obi/URP/Particles" pass "ShadowCaster" (fp)
Serialized binary data for shader Obi/URP/Particles in 0.00s
Shader warning in 'Obi/URP/Particles': 'BuildEllipsoidBillboard': implicit truncation of vector type at line 73 (on metal)
Shader warning in 'Obi/URP/Particles': 'BuildAuxiliaryNormalVectors': implicit truncation of vector type at line 81 (on metal)
Shader warning in 'Obi/URP/Particles': implicit truncation of vector type at line 109 (on metal)
Shader warning in 'Obi/URP/Particles': 'BuildEllipsoidBillboard': implicit truncation of vector type at line 186 (on metal)
Shader warning in 'Obi/URP/Particles': 'BuildAuxiliaryNormalVectors': implicit truncation of vector type at line 194 (on metal)
Shader warning in 'Obi/URP/Particles': 'ApplyShadowBias': implicit truncation of vector type at line 212 (on metal)
Shader warning in 'Obi/URP/Particles': 'TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:8. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(48)
Shader warning in 'Obi/URP/Particles': 'TEXTURE2D_FLOAT': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:16. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(54)
Shader warning in 'Obi/URP/Particles': 'TEXTURE2D_HALF': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:12. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(60)
Shader warning in 'Obi/URP/Particles': 'SAMPLER': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:24. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(75)
Shader warning in 'Obi/URP/Particles': 'SAMPLE_TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:20. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(118)
Shader warning in 'Obi/URP/Particles': 'TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:8. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(39)
Shader warning in 'Obi/URP/Particles': 'TEXTURE2D_FLOAT': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:16. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(45)
Shader warning in 'Obi/URP/Particles': 'TEXTURE2D_HALF': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:12. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(51)
Shader warning in 'Obi/URP/Particles': 'SAMPLER': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:24. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(66)
Shader warning in 'Obi/URP/Particles': 'SAMPLE_TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:20. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(109)
Shader warning in 'Obi/URP/Particles': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(10) (on metal)
Shader warning in 'Obi/URP/Particles': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(17) (on metal)
Shader warning in 'Obi/URP/Particles': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(30) (on metal)
Compiling shader "Obi/DistanceFieldSlice" pass "" (vp)
Compiling shader "Obi/DistanceFieldSlice" pass "" (fp)
Serialized binary data for shader Obi/DistanceFieldSlice in 0.00s
Compiling shader "Obi/Simple Particles" pass "ParticleFwdBase" (vp)
Compiling shader "Obi/Simple Particles" pass "ParticleFwdBase" (fp)
Compiling shader "Obi/Simple Particles" pass "ShadowCaster" (vp)
Compiling shader "Obi/Simple Particles" pass "ShadowCaster" (fp)
Serialized binary data for shader Obi/Simple Particles in 0.00s
Compiling shader "Obi/Fluid/Colors/FluidColorsBlend" pass "FluidColors" (vp)
Compiling shader "Obi/Fluid/Colors/FluidColorsBlend" pass "FluidColors" (fp)
Serialized binary data for shader Obi/Fluid/Colors/FluidColorsBlend in 0.00s
Compiling shader "Obi/URP/Simple Particles" pass "ParticleFwdBase" (vp)
Compiling shader "Obi/URP/Simple Particles" pass "ParticleFwdBase" (fp)
Compiling shader "Obi/URP/Simple Particles" pass "ShadowCaster" (vp)
Compiling shader "Obi/URP/Simple Particles" pass "ShadowCaster" (fp)
Serialized binary data for shader Obi/URP/Simple Particles in 0.00s
Shader warning in 'Obi/URP/Simple Particles': implicit truncation of vector type at line 61 (on metal)
Shader warning in 'Obi/URP/Simple Particles': implicit truncation of vector type at line 81 (on metal)
Shader warning in 'Obi/URP/Simple Particles': 'BillboardSphereNormals': implicit truncation of vector type at line 135 (on metal)
Shader warning in 'Obi/URP/Simple Particles': 'TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:8. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(48)
Shader warning in 'Obi/URP/Simple Particles': 'TEXTURE2D_FLOAT': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:16. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(54)
Shader warning in 'Obi/URP/Simple Particles': 'TEXTURE2D_HALF': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:12. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(60)
Shader warning in 'Obi/URP/Simple Particles': 'SAMPLER': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:24. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(75)
Shader warning in 'Obi/URP/Simple Particles': 'SAMPLE_TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:20. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/D3D11.hlsl(118)
Shader warning in 'Obi/URP/Simple Particles': 'TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:8. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(39)
Shader warning in 'Obi/URP/Simple Particles': 'TEXTURE2D_FLOAT': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:16. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(45)
Shader warning in 'Obi/URP/Simple Particles': 'TEXTURE2D_HALF': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:12. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(51)
Shader warning in 'Obi/URP/Simple Particles': 'SAMPLER': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:24. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(66)
Shader warning in 'Obi/URP/Simple Particles': 'SAMPLE_TEXTURE2D': macro redefinition. Previous definition found at Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc:20. at /Users/Romaha/Documents/Projects/2021/CatoScience/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/API/Metal.hlsl(109)
Shader warning in 'Obi/URP/Simple Particles': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(10) (on metal)
Shader warning in 'Obi/URP/Simple Particles': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(17) (on metal)
Shader warning in 'Obi/URP/Simple Particles': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(30) (on metal)
Compiling shader "Obi/Fluid/FluidShading" pass "FluidShader" (vp)
Compiling shader "Obi/Fluid/FluidShading" pass "FluidShader" (fp)
Serialized binary data for shader Obi/Fluid/FluidShading in 0.00s
Compiling shader "Obi/URP/Fluid/FluidShading" pass "FluidShader" (vp)
Compiling shader "Obi/URP/Fluid/FluidShading" pass "FluidShader" (fp)
Serialized binary data for shader Obi/URP/Fluid/FluidShading in 0.00s
Shader warning in 'Obi/URP/Fluid/FluidShading': implicit truncation of vector type at line 172 (on metal)
Shader warning in 'Obi/URP/Fluid/FluidShading': implicit truncation of vector type at line 189 (on metal)
Shader warning in 'Obi/URP/Fluid/FluidShading': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiFluidsURP.cginc(56) (on metal)
Shader warning in 'Obi/URP/Fluid/FluidShading': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(10) (on metal)
Shader warning in 'Obi/URP/Fluid/FluidShading': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(17) (on metal)
Shader warning in 'Obi/URP/Fluid/FluidShading': implicit truncation of vector type at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(30) (on metal)
Compressed shader 'Obi/URP/Fluid/FluidShading' on metal from 1.37MB to 0.05MB
Compressed shader 'Obi/URP/Fluid/FluidShading' in 0.01s

Can I just ignore it or it's need to pay attention?

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  Cloth jumps when 'Pausing'
Posted by: initialPrefabs - 08-02-2023, 11:09 PM - Forum: Obi Cloth - Replies (3)

Hi there,



When pausing our game (we set our timeScale to 0) and reset it back to 1 when we unpause. We seem to have an issue where the cloth receives impulse and ends up jumping every time we pause and unpause our game.



I've attached a video where the main character's gown ends up jumping up. I'm wondering where I can take a look to start debugging this issue with ObiCloth?

Video of the cloth physics jumping up


Best,

Porrith

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  Obi Rope Collisions
Posted by: JohnnyCircuits - 08-02-2023, 05:11 PM - Forum: Obi Rope - Replies (3)

Hi,

I realize that I may be beating a dead horse here, but I have read through some of the forums about my current issue but I have been unable to get this working.

I am currently working on a VR project that teaches med student on how to use a defibrillator. This entails using ropes (Obi Rope) to connect various plugs and pads that would connect to the defibrillator. That said, all of my cables go straight through, well everything, and this is with Surface-based collisions checked. All of these objects have colliders and Obi Colliders attached to them. I have played with the settings of the Obi Solver as well as the rope blueprints with no success. I have also tried to change the Fixed Timestep for tunneling with no change in the ropes behavior. If anything changing this makes the ropes behavior erratic.

I am happy to share the project file if that will help.

On another note, I am also trying to stitch two ropes together and I am sorry to say, this looks bad lol. I am trying to have them stitch together at a specific point. I am using the Obi Stitcher script. If I do not add a stitch count then nothing happens at all. If I add a stitch then they connect but not how I would like to see them attach. Thoughts?

Thanks in advance.

[attachment=1674][attachment=1672][attachment=1673][attachment=1671][attachment=1670]

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  Particles are not attached to the object
Posted by: Slava - 07-02-2023, 09:35 PM - Forum: Obi Rope - Replies (3)

Hello

I had problems with the rope and its connection to the object.

I have an item - a fishing rod. It consists of bones connected by a "Configurable Joint". When I connect the rope to the last bone I get this

   

If you connect this rope to another object, then everything is fine.

Tried the solution described here http://obi.virtualmethodstudio.com/forum...age-3.html.
But the result is not perfect. One particle in place, and the rest went down again

   

Here are screenshots of rope and object settings

         

Help is needed! Thank you

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  Two Ropes sharing a Dynamic Target
Posted by: Giantbean - 06-02-2023, 05:00 PM - Forum: Obi Rope - Replies (7)

I'm trying to make a dynamic object with two ropes coming out of it and attaching two other dynamic objects. (A Multimeter with a positive and negative probe in VR)

I have one rope properly attached to both ends but the rope that is lower in the hierarchy fails to make the connection to the Multimeter. Can two ropes connect to the same dynamic object? 

P.S. I tried with child objects and each having its own collider and rigidbody but these rigidbodies fought with one another and caused drag when held in VR.

P.P.S. If I make it static it shoots down on the Y-axis. Static may work if I can get it to align but no matter how I rotate the rope path it juts out of the Obi particle attachment in an unnatural and undesirable way.

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  Predict the future.
Posted by: idmah - 05-02-2023, 06:51 PM - Forum: Obi Rope - Replies (1)

I'm probably hoping for the impossible, but....  

Is there any way I can predict where a ropes particle will be in the future? Say 1-3 seconds?

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  Floating Soft Bodies
Posted by: EdLyons - 02-02-2023, 02:39 PM - Forum: Obi Softbody - Replies (1)

Is it possible to make a soft body float in a liquid? I can see how to add density and buoyancy to a liquid in the blueprint but I'm not clear how to do the same to a soft body to make it "lighter" than the liquid.

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  Saving/Loading game with Obi Ropes on it
Posted by: JooKitOoz - 02-02-2023, 02:12 AM - Forum: Obi Rope - Replies (5)

Anyone knows how to save/load Obi Ropes?
I'm making a game where I need to put cables on some objects that are interactable by the player, and then save it's position when the player dies. I'm using Save is Easy ( https://assetstore.unity.com/packages/to...easy-57432 ) to manage the game save/load, but for the cables made with Obi Rope they come back on their original position and shape (detached form the object previously moved) but no longer work or react to physics.

K

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