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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)

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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  Character Cloth is broken in sample scene
Posted by: webmagic - 28-12-2022, 08:12 AM - Forum: Obi Cloth - Replies (1)

Hi , 
I just purchased the Obi cloth and installed Burst/Mathematcis/Colletcions... and everything is all right except the Characters Cloth.

When I open the scene, it looks OK but when I run the scene, the cloth is broken as attached screen shot. 


using unity 2021.3.3f1

Thanks



Attached Files Thumbnail(s)
   
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Dedo arriba 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)

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)

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)



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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Pregunta Obi rope with Obi sofbody
Posted by: DogukanB - 23-12-2022, 01:55 PM - Forum: Obi Rope - Replies (5)

https://drive.google.com/file/d/1WXmYkBM...sp=sharing

I use obi rope and sofbody together, for sofbody i use blueprint from 2D mesh and use 3D mesh for softbody skinner (3D mesh child of softbody)  and rope connected with particle attachment to the 2D softbodies with dynamic attachments. Obi solver set to the 2D and has 8 substeps and all constraints are 1, distance and pin are sequential.

I need to make the rope stable so how can i prevent the rope from coming out of the circle, shaking and stretching?

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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)

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 Guiño



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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  What things are possible for Cable Simulation
Posted by: 5G_Zendmast - 22-12-2022, 04:12 PM - Forum: Obi Rope - Replies (3)

Hi all Sonrisa

I've got a few questions regarding some possibilities and things that are not entirely clear to me.
Let me start by explaining the base of our scene:
-------------------------------------------------------------
- We are trying to simulate a cable that's hanging in a crane and moves from point A to point B. 
- The cable has a max length of 190m
- The cable has a min bending diameter of 1.2m
- The cable has a bundled mass of 288 kg/m
-------------------------------------------------------------
I've created the base scene and the cable is attached to a base shape that should act as the starting point of the cable (ObiAttachment) and the end of the cable is attached to its dedicated object (ObiAttachment)
In between this long cable there are support saddles where the cable will rest on, so there is some slack in the cable during the movements. 
At first I made ObiAttachments on these saddles, but after some testing I don't think this will give a good representation of the cable as it will always be pinned to it. 
I'm also not sure how to make sure the minimum bending diameter of the cable is 1.2m, is there any way to control this?

Is there a way we can incorporate the mass of the cable in ObiRope?
I see that we can appoint a mass to each control point of the rope but what does this exactly mean?
If I'm correct, mass in Unity is in kilo's. So if the control points mass is set to 288, does the cable behave as it actually would?

Is there a way to determine the length of a section of the rope?
For instance the part from start to the first saddle, this would be very helpful to the team.
Mabey this is possible if the Saddles are actual control points as well? then there's a reference from point a to b?


Using Unity as a tool for this work is new to us, as you can probably see based on my questions haha. 
But we see good value in it, if we can understand a bit better how to use it for these kinds of situations. 

Thank you in advance for your reply and if you need any additional information please let me know Sonrisa

Kind regards

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  Cloth Jumps at Start
Posted by: brootas - 22-12-2022, 04:01 AM - Forum: Obi Cloth - Replies (5)

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)

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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