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Pregunta NullReferenceException Blueprint Edit
Posted by: brootas - 14-12-2022, 10:44 PM - Forum: Obi Cloth - Replies (8)

Hello,

When I create a Blueprint, I'm able to Generate it, but when I click Edit, I get a NullReferenceException that repeats every few seconds, and the scene that opens is empty. I've switched to the Default layout, and that didn't fix it. I switched projects, tried again, and had the same issue.

I'm using MacOS Monterey 12.5.1, and Unity 2022.2.0b10.

P.s. I found a similar thread by GinHuang, and even though it was not quite the same problem, I downloaded the patched 'ObiSkinnedClothBlueprint.cs' with fingers crossed but it did not resolve my issue.


Here's the error:

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActorBlueprintEditor.OnSceneGUI (UnityEditor.SceneView sceneView) (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:336)
UnityEditor.SceneView.CallOnSceneGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:3780)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2811)
UnityEditor.SceneView.DoOnGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2481)
UnityEditor.SceneView.OnSceneGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2322)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:376)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:675)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:535)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Renderer/UIRenderer/UIRenderers.cs:130)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Renderer/UIRRenderChain.cs:518)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Renderer/UIRRepaintUpdater.cs:79)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/VisualTreeUpdater.cs:111)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Panel.cs:997)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Panel.cs:1058)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:453)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:205)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:74)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:28)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

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  "Look rotation viewing vector is zero" Error Message
Posted by: DragonControl - 14-12-2022, 09:18 PM - Forum: Obi Rope - Replies (2)

I keep getting the following error message and I don't know what I'm doing to cause it or how to avoid it:

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation (UnityEngine.Vector3)
Obi.ObiRopeCursorEditor:DrawGizmos (Obi.ObiRopeCursor,UnityEditor.GizmoType) (at Assets/Obi/Editor/RopeAndRod/ObiRopeCursorEditor.cs:91)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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Guiño Bouncy Ropes?
Posted by: roberthey - 14-12-2022, 06:56 PM - Forum: Obi Rope - Replies (4)

Hi,

me again. After my previous two posts which were related to making a wobbly weiner (for anyone with a similar endeavour here are the links: http://obi.virtualmethodstudio.com/forum...-3690.htmlhttp://obi.virtualmethodstudio.com/forum...-3693.html) I now want my weiner to also be bouncy. 

Sounds weird I know but the behaviour I want to achieve is to have it bounce of a floor it is hitting .... 

Well. The only Idea I had was to change the stickiness of my collision material to a negative value (I tried -1) and set the stick distance to something arger than 0 (I tried 0.1). That way (according to the drawing in the article here http://obi.virtualmethodstudio.com/manua...rials.html) a bouncy behaviour should occur - in my mind.

You guessed it right, it does not. Am I doing something wrong or is that behaviour not achievable with Obi Rope?

Best, 

Robert

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  Initial setup, rope is very springy
Posted by: lela_tabathy - 14-12-2022, 12:59 PM - Forum: Obi Rope - Replies (1)

Hi, I've followed the initial setup to create a basic rope. What settings do I need to adjust to make the rope feel more "heavy" and realistic? Right now, when I move it (attached one end to another game object and moving that around in the scene view), the rope moves like it weighs nothing at all and is going all over the place.
I'm having a hard time finding anything about this in the User manual, and the tutorial videos also don't show this.

Thanks!

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  2D Rope Rotation
Posted by: DragonControl - 13-12-2022, 08:26 PM - Forum: Obi Rope - Replies (4)

I've been encountering a glitch ever since the newest update of the OBI rope (I don't think it happened with 6.4, but I could be wrong) where the rope will sometimes rapidly flatten and unflatten itself so that it basically looks like it is flickering. I can get it to happen consistently, but only with a weird setup where the rope is laid across the top of a box in the right way. There is a chance that I'm doing something wrong on my end, but I don't know what I could have done that causes this behavior. I've posted screenshots below of the rope in both states. It was hard to get the second screenshot as it only flattens for a split second at a time.

Rope Not Flat:

[Image: Y4pA2MM.png]

Rope Flat:

[Image: Xkq66zR.png]

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Pregunta Can't get self collision to work.
Posted by: roberthey - 13-12-2022, 02:08 PM - Forum: Obi Rope - Replies (4)

Hi,

I am working on a project which I got some inout on in a previous thread here (http://obi.virtualmethodstudio.com/forum...-3690.html).

I managed to achieve everything mentioned in the post but now I want to have self collision of the rope (wiener) and the pieces it gets cut into.

What I tried so far:
- Turn on self collision on the rope
- Increase the size and resolution of the particles in the blueprint I use

Problem:
No self collision. The pieces slide right into each other. Oh and when I turn of the bending constraints the rope also does that to itself.

Video: https://youtube.com/shorts/A8mwEpxi3kA
Video (bending constraints off, no knife): https://youtube.com/shorts/XGchPvWC_kU

Settings:

Solver:
https://ibb.co/Cb01DPH

Rope:
https://ibb.co/H2qf96v

Blueprint:
https://ibb.co/6rFMjRq

Particle Representation of Rope:
https://ibb.co/g9wjjrj

Kind regards and thanks a lot for the help yet again, 

Robert

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  Obi Rope mass ratio
Posted by: natko1412 - 13-12-2022, 10:02 AM - Forum: Obi Rope - Replies (7)

Hi,
I have a 2700kg mass rigidbody with another rigidbody of mass 200 attached via hinge joint to the first one. 

The second body is mass 2300 and I have rope attached to the 2300 one with the 200 one on the other side.

I start with very short length rope and I want the rope to extend to 200m or even more. What is the reasonable mass for rope particles for this configuration?

For now, the mass is 30kg for each particle. This seems to be a problem as I add more particles, the second object (2700 +200 mass one) cannot move upwards because of the weight of the rope...

Can you please give me some advice?

Thanks in advance!

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  Obi Solver Switch Oni/Burst
Posted by: willmedeiros - 10-12-2022, 10:25 PM - Forum: Obi Rope - Replies (2)

One of the players in my game is crashing the game when an obi rope is spawned, it only solved when I made a build using Oni instead of Burst, I can change the backend of the obi solver at runtime?

I have some error logs and crash.dmp from the player, but I don't know if it would be useful to solve the problem, so I'm focusing on having a switcher between the two backends.

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  Best Practice for Project
Posted by: roberthey - 10-12-2022, 12:44 PM - Forum: Obi Rope - Replies (4)

Hi!

I have a project and wanted to ask for suggestions on how to best accomplish my goal with Obi Physics (which I think is suitable for the task). I have some but not much experience with using Obi Physics. I own both the Rope and the Cloth Package.

What I want to do is:


  1. Have a flexible wiener with a nice bend resistance to it 
    My Idea: Use Rod instead of Rope, read about Bend Constraonts but can't find them in the package
  2. The weiner should have rounded ends attached to it 
    My Idea: Obi Particle Attachment with dynamic type?
  3. The weiner has to be cuttable when it touches a knife 
    My Idea: Use Tear() method? - might only be applicable to rope and not rod though.
Any suggestions, pointers, tipps or ideas are welcome. I hope my question doesn't breach any rules here since it technically doesn't fall into any of the available categories.

I am using:

Obi Rope: V6.5
Obi Cloth: V6.5

Thank you very much in advance.

Best,

Robert

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Exclamación Wrongs! Falling humanoid softbody
Posted by: Eeggoorr - 09-12-2022, 09:02 PM - Forum: Obi Softbody - Replies (2)

Hello!) Thanks for the plugin. What you have done is really cool and I would really like to make games with your plugin. However, bugs stop me. Perhaps I'm doing something wrong.

Unity 2020.3.41. There are the following problems:

1) There is a SoftbodyRagdoll character on the Main stage. With timeScale = 1, there are no problems. However, in a future game, we will have time scale. When slowing down, you can see that the character's limbs are lags. It looks like interpolation doesn't work for limbs. Although it is enabled for both Solver and Rigidbody components of all body parts. Also, I encountered the fact that the character blurs during the fall, but I solved it as recommended here http://obi.virtualmethodstudio.com/forum...erpolation. So as I understand it is not a problem of the order of calling the physics Unity and Softbody.

2) blueprint 19_0_48_skeleton is now used for SoftbodyRagdoll. If you select the blueprint 19_0_48_skeleton, leave exactly the same values, pass Armature_Mesh in the field Mesh and Skeleton, in the RootBone select Hips and press the Generate button, and then in the scene "Bind Skin ", then the character mesh will break. At the same time, if you do the same only for the new blueprint, then everything will work for you the same way it works now. Why is this happening? Is this how it should be?

3) There is a Blueprints folder in the project. All blueprints created in it were made from the Armature_Mesh object. Why, if you put them on a character, they will break his grid? I've tried different values for Solver.ShapeMatching.Iterations

4) I use Softbody. It doesn't use Ragdoll however I also fail. He becomes invisible

Here link on zip project and video error https://drive.google.com/drive/folders/1...sp=sharing

Thanks for the help!

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