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Stretching verts uniforml...
Forum: Obi Softbody
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13-09-2025, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
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02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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Best strategy to add object with Mass to middle of rope. |
Posted by: idmah - 28-12-2022, 10:01 PM - Forum: Obi Rope
- Replies (1)
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Hi All.
I've got a way to "teleport" an object to my obi Rope.
But that strategy doesn't effect the behaviour of the Rope. FYI the rope is being dragged behind rigidbody object.
Ultimately I'd like to add an object to any point. Length float 0-1 on the rope.
and have the rope behave physically correct.
If someone can point me in the right direction, where to look in the documentation. or a code fragment.
it would be greatly appreciated!
thanks!
ps. Sorry if this is a repeat of some other post.
Note: Just to be specific, basically I want to throw sticky weights or in my case zombie at a rope and have them stick there, whilst the rope reacts physically correct to the new masses.
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The referenced script (Obi.BurstColliderWorld) on this Behaviour is missing! [solved] |
Posted by: Emn90 - 25-12-2022, 01:31 AM - Forum: Obi Fluid
- Replies (4)
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I can not see anything!
but the following warning!
Code: The referenced script (Obi.BurstColliderWorld) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'BurstCollisionWorld') is missing!
https://drive.google.com/file/d/1s7GTaoO...sp=sharing
my infos
Code: {
"name": "com.unity.render-pipelines.universal",
"expression": "7.4.1",
"define": "SRP_UNIVERSAL"
},
{
"name": "com.unity.collections",
"expression": "0.8.0-preview.5",
"define": "OBI_COLLECTIONS"
},
{
"name": "com.unity.burst",
"expression": "1.2.3-verified",
"define": "OBI_BURST"
},
{
"name": "com.unity.mathematics",
"expression": "1.0.1",
"define": "OBI_MATHEMATICS"
}
I think something is not recognized correctly in the define
https://drive.google.com/file/d/1B_U4kZV...sp=sharing
and I checked out that page!
http://obi.virtualmethodstudio.com/forum...age-2.html
but haven't found a solution!
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How to render transparent and opaque fluid particles with URP |
Posted by: Mich279 - 25-12-2022, 12:57 AM - Forum: Obi Fluid
- Replies (7)
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The last project that I used obi fluid for was a couple of years ago and I was just using the built in renderer. It was easy to separate the different renderer components on the main camera and have different renderer setting for different emitters. I had some emitters simulating water with transparent particles and other emitters simulating a foam like liquid with opaque particles.
I am now working on a new project with some friends of mine and we are using the URP. Iv got the renderer stuff set up in the URP settings but cant seem to figure out how to render some emitters with transparent water like particles and other emitters with opaque coloured particles.
I read another forum post in which in the response it was confirmed that "It’s not possible in URP to have different emitters using different fluid rendering properties, since the URP pipeline is an asset, and assets in Unity cannot have references to objects in the scene." (http://obi.virtualmethodstudio.com/forum...hlight=URP)
I can't seem to figure out how to use the URP and render both transparent and opaque coloured particles from different emitters in the same scene. I would very much appreciate any help from the community and the developers on this matter.
Thank you in advance.
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MainCamera problem when tracking ObiRope |
Posted by: Alnik - 23-12-2022, 05:12 PM - Forum: Obi Rope
- Replies (2)
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Hello everyone!
I unfortunately have a problem with ObiRope and the MainCamera. As you can see in the video, the MainCamera is tracking the cabin, since it is a child of it. The four ropes are tied to the cabin (static start point), as well as to the object hanging below (dynamic end point). Now, when the crane moves in x- and/or y direction, there is this strong wobbly movement of the ropes.
I suspect that the problem might be that the camera is in the cabin and can't keep up with the ObiRope. On the other hand, I tried the same thing with a Cinemachine virtual camera and put the cabin in "Follow At". This unfortunately led to the same result. However, if you look at the situation in the Scene View or lock the camera to a position so that it no longer follows the cabin, you don't see any shake, at least at first glance.
Does anyone have a suggestion for a solution?
Thank you very much in advance!
I wish all of you a Merry Christmas and happy and escepecially healthy New Year!'
Best regards,
Alexej
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Check for collision of last particle in rope |
Posted by: docgonzzo - 23-12-2022, 01:43 AM - Forum: Obi Rope
- Replies (1)
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Hi again,
I need a way to check if the last particle in the rope (i.e. end of the rope) has collided with an object.
I understand the last point in the rope can be obtained by elements but I'm not sure how to check for the actual particle.
If that last particle hits an object I need to assign that object as an ObiParticleAttachment.target.
Here's what I have so far.. any hints? Hoping to get this figured out before the holidays
Code: void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
var world = ObiColliderWorld.GetInstance();
//iterate over all contacts in the current frame:
foreach (Oni.Contact contact in e.contacts)
{
// if this one is an actual collision:
if (contact.distance < 0.01)
{
ObiColliderBase col = world.colliderHandles[contact.bodyB].owner;
if (col != null)
{
if (col.gameObject.layer == 15)
{
//if we are here we know particles are colliding with layer 15 objects.
//how can I know if it's the LAST PARTICLE in the rope (end of the rope) that has touched the debris?
//I know this is supposed to return the position/point of the last particle..
Vector4 lastPoint = solver.positions[rope.elements[rope.elements.Count - 1].particle2];
}
}
}
}
}
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Cloth Jumps at Start |
Posted by: brootas - 22-12-2022, 04:01 AM - Forum: Obi Cloth
- Replies (5)
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Hello!
When I hit play to simulate, the cloth jumps the moment it starts playing. It starts it out at an incorrect spot.
I followed the steps from the 'ObiCloth en capa' video.
What could I do to prevent the jumping?
Thank you!
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Obi rope collision stops working after loading scene |
Posted by: Zombie1111 - 22-12-2022, 12:53 AM - Forum: Obi Rope
- Replies (2)
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Hi, this is what I do...
I have a rope in Scene A.
Then I put that rope in DontDestroyOnLoad.
Then I load scene B.
After I have done that the rope does not collide with any obi collider in scene B! Opening the ropes path editor and changing something then closing it fixes the issue.
Enabling and disabling the rope also fixes the issue but sometimes completely breaks the rope so it aint reliable at all.
So I guess there is a function that I need to call after the scene has finished loading to like update all obi colliders. But I dont know what the function is called.
I have tried [solver].updateBackend
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