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Looks nice on editor but ...
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IndexOutOfRangeException |
Posted by: SimonP - 21-12-2022, 11:26 PM - Forum: Obi Softbody
- Replies (3)
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Hello! I just bought the asset. When I try to add the skeleton in the blueprint it gives me this error.
If I generate it without skeleton it works fine.
Any suggestions?
P/d: Unity 2021.3.9f clean project
IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.GraphColoring.AddConstraint (System.Int32[] particles) (at Assets/Obi/Scripts/Common/Blueprints/GraphColoring.cs:44)
Obi.ObiSoftbodySurfaceBlueprint+<CreateClustersFromSkeleton>d__51.MoveNext () (at Assets/Obi/Scripts/Softbody/Actors/ObiSoftbodySurfaceBlueprint.cs:618)
Obi.ObiSoftbodySurfaceBlueprint+<Initialize>d__37.MoveNext () (at Assets/Obi/Scripts/Softbody/Actors/ObiSoftbodySurfaceBlueprint.cs:215)
Obi.ObiActorBlueprint+<Generate>d__59.MoveNext () (at Assets/Obi/Scripts/Common/Blueprints/ObiActorBlueprint.cs:282)
Obi.CoroutineJob+<Start>d__15.MoveNext () (at Assets/Obi/Scripts/Common/Utils/Coroutines/CoroutineJob.cs:99)
UnityEngine.Debug:LogException(Exception)
Obi.<Start>d__15:MoveNext() (at Assets/Obi/Scripts/Common/Utils/Coroutines/CoroutineJob.cs:108)
Obi.EditorCoroutine:ShowCoroutineProgressBar(String, IEnumerator&) (at Assets/Obi/Scripts/Common/Utils/Coroutines/EditorCoroutine.cs:21)
Obi.ObiActorBlueprintEditor:Generate() (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:131)
Obi.ObiActorBlueprintEditor:OnInspectorGUI() (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:163)
UnityEngine.GUIUtility rocessEvent(Int32, IntPtr, Boolean&)
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Odd collision detection behaviour for objects at non 90 degree angle |
Posted by: Moon_Hermit - 20-12-2022, 06:34 PM - Forum: Obi Softbody
- Replies (2)
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Hello
I'm trying to use a script to detect when the gameobject the player gameobject has collided with and then run another line of code once detected.
The issue I am having is the player detects the other gameobject without physically touching it if the other gameobject is rotated at an angle that is not a multiple of 90. What seems to be happening is the other gameobject has an area around it with a rotation of 0-degrees. When the player enters this area it detects the other gameobject. In the screenshot below the white cube is the object I want to detect rotated to a 45-degree angle and the red cube is the area the player is detecting rotated 0-degrees.
I've also included a screenshot of the white cube's collider setup.
I want to fix this issue so the player only detects the other gameobject when physically colliding with it.
I'm not an experienced programmer and am at a loss for what to do so any help would be greatly appreciated.
Thank you.
Below is the code I'm using to detect the object the player is colliding with.
Code: private void Solver_OnCollision(ObiSolver solver, ObiSolver.ObiCollisionEventArgs e)
{
foreach (Oni.Contact contact in e.contacts)
{
ObiColliderBase collider = ObiColliderWorld.GetInstance().colliderHandles[contact.bodyB].owner;
print(collider.transform.gameObject);
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Overwriting Particles As Capacity Reached |
Posted by: mapleleaf4evr - 18-12-2022, 02:04 AM - Forum: Obi Fluid
- Replies (1)
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Hi there,
I am trying to implement a use of Obi Fluid where bleeding is simulated and remains on the ground. I would like to use an emitter that continually emits particles even once the particle limit (capacity) for the blueprint is reached. I only want particles to be destroyed/recycled after the maximum amount of particles have been spawned so that there is a continuous emission. Once the emission stops, I would like the particles that have already been spawned and are sitting on the floor to remain there indefinitely or as long as possible.
Basically I don't want the particles to die until particle capacity is reached and then I only want them to die at a rate that is needed to continue emission.
From reading through these forums, I think this would be possible through emitter.KillParticle and setting lifespan to infinity. Is this the correct/most performance efficient way to implement this? I'm imagining that I would just write a script that checks if the number of particles is nearing max capacity and then starts to kill the oldest particles at the same rate they are being emitted. Can this just go in any old Update() function or is there a better place to put it?
Thank you
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NullReferenceException Blueprint Edit |
Posted by: brootas - 14-12-2022, 10:44 PM - Forum: Obi Cloth
- Replies (8)
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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)
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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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Initial setup, rope is very springy |
Posted by: lela_tabathy - 14-12-2022, 12:59 PM - Forum: Obi Rope
- Replies (1)
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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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