I have 2 different emitters emitting the same kind of fluid: same blueprint, size, etc. Only the color is changed for clarity.
When the 2 fluids come in contact with each others, a visible transparent seam will appear between them.
I am on URP.
Here attached, you can see the seam and the Obi Fluid Renderer settings.
As shown in one screenshot, turning off Particle Z Write removes the seam, but the particles become very blob-ish where they contact each others (from different emitters) and one emitter fluid seems to prevail over the other, giving a wrong impression of what the actual fluid composition should be (looks like 80% blue, instead of the 50% blue and 50% red)
Any idea how to fix this? Changing the color blending (Obi Fluid Renderer) doesn't seem to help, but I don't understand yet what I'm doing there anyway.
I am interested in doing something along the lines of your existing Freight Lift demo, where there's a number of ropes holding a mass like a pendulum.
In my situation though, the cables are much longer. I have the bounciness under control but now would like to reduce or damp the amount of pendulum swing when the top of the freight crane moves. Real physics is cool, and all, but this is a game and I don't want to make users cry with trying to stabilize the load quite that much.
What is the best way to do this? I am thinking of measuring the deflection and applying a counter force to the load/platform objects pinned at the bottom of the ropes. Is there a specific Obi API or should I just apply it with regular Physics.AddForce()? Or is there an alternative?
(As an aside, with the Freight Lift demo, I noticed that if I change the rope density below about 0.25 to help reduce the distance constraint workload, the simulation refuses to lengthen/shorten the ropes. I didn't see anything in the docs about a valid range here.)
I am using mesh collider with obiCollider, when I let obiCollider touch any collider that , it doesnt matter obi or not fluid ,just pass away trought the collider, How could I solve this or is there a way to make up?
I am trying to remove the triangles from the soft body, but I am having troubles. I am not able to access the mesh collider or Mesh filter of the soft body. When I am trying to set it up, it is ignored by the obi soft body, even though when I try to remove triangles it does remove but I am unable to see the result due to the Mesh Collider and Mesh Filter inaccessibility of the soft body . I was wondering if there is something special that I must do to achieve the result . As you can see in the attached image, the mesh collider is not attached with the soft body even though it is attached to the object.
Using Obi Rope for VR and I'm using the ObiContactGrabber script on my hand collider spheres with trigger option checked and then calling Grab and Release when a button is pressed and released. Everything is working perfectly. I can grab and manipulate the rope just like I'd expect. I then go in and check the Surface-based collisions option and run again, the grab is offset a few feet away. It's not where my hand is.
What am I missing? Is this script not compatible with surface-based collisions?
I am trying to make a softbody using OBI Softbody and use the OBI particle Attachment to hold the object in the same place from its corner, but when I am adding the Obi particle Attachment script, I am unable to select the Particle Group or change it to corners. I am not sure why , some help would be really appreciated.
I have a rather long rope with distance between particles set to around 0.8m
I have some box colliders with ObiCollider component attached to them and enabled Surface-based collision in ObiRope component. In the solver I have Collision constraints set to 20 iterations, and enabled particle collision and friction constraints as well. I even cranked the surface collision iterations up to max 32, and tolerance is set to 0.0005.
Still, I cannot get the rope to collide with the box colliders, it just passes through them like through air.
These colliders have a Rigidbody on their parent, and it has Kinematic for particles enabled because I just want to have collisions without adding forces to the rigidbody.
edit: Obi rope particles are set to category 0 , and to collide with everything.. Same setup for box colliders as well
I have a softbody car and it is moving through x axis in 2d mode. I would like scale at the same time when I try to change scale of Obi Solver the car suddenly jumps forward because Obi solver scales from its centre. Is there any trick to solve this problem. I used LateUpdate to solve this problem. I am positioning car at late update but its position doesn't set.
He added particle advection. In this, I want to edit the startSpeed part of the Particle System properties by code. To begin with, I give 0 so that it doesn't work immediately, and then I want to assign it as 3 when there is interaction. I can't access the Particle System features on the code side.
I want to use 2d mode but instead of XY plane I need to simulate in XZ plane, or locking Y positions in 3D mode can also work.
How can I achieve these effects in an effective way?