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Solver is too performance...
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Obi 7 Model Scaling
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Memory Leaks?
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Obi 7.0 ParticleAPI
Forum: Obi Rope
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Is it possible to simulat...
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Fluid Control Issues
Forum: Obi Fluid
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  Editor Customizable Category Names
Posted by: Jawsarn - 18-01-2025, 03:39 PM - Forum: General - Replies (2)

Only a few lines of code, but I think this should already be part of the asset to support an SO where you can customize the ObiCategoryNames instead of modifying the source.

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  Obi Particles stuck below ground collider
Posted by: aderae - 16-01-2025, 11:50 AM - Forum: Obi Rope - Replies (3)

Hello,

I sometimes see some Obi Rope particles sometimes get stuck below the ground collider making this visible bug. I tried to play with collision settings but couldn't get my head around. How can I prevent this behaviour? I have attached 2 pictures one with mesh and one with particle rendering

Thanks!

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  Get separate particles parts
Posted by: Zavhoz - 14-01-2025, 01:39 PM - Forum: Obi Fluid - Replies (4)

Hi!

How can you determine that in one emitter the particles are divided into several separate parts. And is it possible to obtain these groups of individual particles?

Regards!

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  How move selected particle in actor from script
Posted by: Zavhoz - 13-01-2025, 08:41 AM - Forum: Obi Fluid - Replies (3)

Hi!
Please tell me how move selected particle in actor from script.

The general task is: after touching, i find the particle that was touched and move it with my finger. as a result, the liquid should follow the finger. All process in 2D space.

Thanks.

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  Clear singletons
Posted by: Jawsarn - 10-01-2025, 10:27 PM - Forum: General - Replies (1)

It would be very neat to clear the static variables to support disabled domain reloading.
As of now from time to time it just breaks and ObiColliderWorld is null and no ropes work after you enter playmode before you do a new domain reload.

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Pregunta Fishing Line
Posted by: SemtrexHD - 10-01-2025, 05:58 PM - Forum: Obi Rope - Replies (9)

Hi,
i want to make a realistic fishing line with the Obi Rope. So my problem. I have a fishing rod where the first Particle Group is attachet and one other Particle Group that is attachet to a hook. Now i want to throw the hook into the water with a Rigidbody.addForce() the hook trys to fly away but buggs back to the end of the line. I want the line to follow the Hook when the hook is flying but it looks like the Hook get stopped by the line because the line dont fly with the hook  and dont get longer. The Line should get longer when the hook is flying away. That means the Line should not be strechet ist should get more Length like a real fishing line when you throw it out. And stop for example when it hit collider.tag = "Water". 

In the video i added you can see the Setup and at the end when i start the scene you see the Lure(My Hook) bugs. Everytime it trys to fly forward i press the right mouse Button. So everytime i try to let it fly it buggs back to the end of the line.


And one other question i dont get how the Stretching scale and the Stretch compliance works. When i put the Stretch Compilance on a value like 0.05 my whole hook falls down like 50-100 on the y. is it normal that such a low value = So much stretch? my current value ist 0.0001 and ist still stretching a bit.

My Setup:

The Rope has following Components:
Obi Rope
Obi Path Smoother
Obi Rope Extruder Renderer
Obi Particel attachment x2
Obi Rope Cursor
And my Script that should Refresh the length when the hook is flying.(What is not working)

The Hook Setup:
Rigidbody
ObiRigidbody
Collider
ObiCollider
And a script that throws the Hook away(forward) from the Camera with Rigidbody.Addforce(...., forcemode.impulse)

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Pregunta Enable/disable objects with Obi Rope
Posted by: IceTrooper - 10-01-2025, 02:55 PM - Forum: Obi Rope - No Replies

Hey!
I need your help. I have spent many hours debugging things and trying to work this out on my own.

I have a simple question: How can I enable/disable objects containing Obi Rope as a component or as a child?

Sometimes I would like to be able to turn off specific Obi Rope in the runtime, such as when I put down/ pick up an item or when it changes state. I have no idea how to do this so I don't have visual errors or errors from Burst.

Two videos showing visual/burst errors in the attachments or under these links:
1. https://imgur.com/SApeQLs
2. https://imgur.com/OCcgQv9

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  Particle Attatchment Gap Offset When Running
Posted by: Jawsarn - 09-01-2025, 11:36 PM - Forum: Obi Rope - No Replies

Hello! I just recently bought some of the assets, looked through the docs and am experimenting a bit.

I'm trying to do achieve something like a procedural animation for hooking a static object, where the rope is thrown to do a whip like motion to loop around a cylinder for a few turns to get stuck. I've achieved a version of it by using a rope attached to a collider at it's end, and then using a spline to get the desired whip like motion. First I tried to attach a part of the end rope to the spline, but didn't look too good as the big momentum should be with the collider. Now I'm simply moving the collider with the spline as kinematic & then apply the spline velocity at the end and mark it dynamic. I'm all open to suggestions of how to do this animated physics differentley.

I've had some issues with gaps of my Particle Attatchment to the Unity Collider when I run the sequence. I moved from using a SplineAnimator to evaluating the spline myself in fixedUpdate. But it seems I still have to wait for a certain time before I can set the collider in motion. What is the intended way to set up this dependency?
I also seem to have a general issue that particles at the end of the rope are more sparse where I need them more for more defined collision around the cylinder compared to the slag of rope hanging from the hand where I could do with very sparse amount. Is there any way to distribute more particles at the end of rope or mitigate this?

Thanks for any insight or point to docs that I've missed.



Attached Files Thumbnail(s)
   
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  Closed loop rope, move particles to stretch it
Posted by: alicecatalano - 07-01-2025, 12:55 PM - Forum: Obi Rope - Replies (3)

Good morning,

i am creating a simulation where everytime the game gets loaded there is an example shape around some nails an elastic has to reach. 
the elastic is represented by a closed loop obirope. 

in the start method i call a function that sets the elastic global position based on the shape. Now i woul dlike to actually move 2 or 3 particles to create the shape and hook the nails i need to
private void Start()

{
    repetition = GameManager.Instance.GetCurrentRepetition();
    Debug.Log("repetition is : " + repetition);
    SetNailsAndElastic(repetition);

}

private void SetNailsAndElastic(int repetitionNumber)
{
    GameObject[] allNails = GameObject.FindGameObjectsWithTag("Nail");
    foreach (GameObject nail in allNails)
    {
        nail.GetComponent<Renderer>().material = defaultMaterial;
    }
    switch (repetitionNumber)
    {
        case 1:
            HighlightNails(new string[] { "nail_1_r1", "nail_c_r1" });
            Debug.Log("in rep1");
            elastic.transform.position = new Vector3(-2.17000008f, 0.810000002f, -10.4899998f);
            elastic.TeleportParticle(82, new Vector3(1, 3, 5));

            //elastic.blueprint.positions[82] =  new Vector3(1, 3, 5);

}

this is a small snippet of my code, and this is what i try to do to move that specific particle for example. 
The particle doesn't move though, even if the elastic takes the right position i wrote there

do you have any advice??

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  ObiNativeList memory leak?
Posted by: CptnFabulous - 05-01-2025, 09:46 AM - Forum: Obi Cloth - Replies (1)

I'm using Obi Cloth 7.0.3, in Unity version 2022.3.51f1.

We have a system that automatically generates meshes and turns them into cloths. We've been troubleshooting issues with inconsistent cloth behaviour, and noticed some leaks. The messages don't seem to specify if they're memory leaks, handle leaks or some other kind of leak.

One of the leak logs. They're all related to line 256 of ObiNativeList, and all occur as a consequence of the solver running Initialize() as part of InsertBufferedActor():

Code:
Found 1 leak(s) from callstack:
0x000002c3843952e3 (Mono JIT Code) UnityEngine.GraphicsBuffer:.ctor (UnityEngine.GraphicsBuffer/Target,int,int)
0x000002c6ab4f44a3 (Mono JIT Code) Obi.ObiNativeList`1<Obi.ForceZone>:AsComputeBuffer<Obi.ForceZone> (int,UnityEngine.GraphicsBuffer/Target) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:256)
0x000002c6ab4f43cb (Mono JIT Code) Obi.ObiNativeList`1<Obi.ForceZone>:SafeAsComputeBuffer<Obi.ForceZone> (UnityEngine.GraphicsBuffer/Target) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:239)
0x000002c6ab4f431b (Mono JIT Code) Obi.ComputeColliderWorld:SetForceZones (Obi.ObiNativeForceZoneList) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Backends/Compute/Collisions/ComputeColliderWorld.cs:239)
0x000002c383c08eea (Mono JIT Code) Obi.ObiColliderWorld:UpdateWorld (single) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:600)
0x000002c6ab4e105b (Mono JIT Code) Obi.ObiSolver:Initialize () (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1267)
0x000002c6ab4e036b (Mono JIT Code) Obi.ObiSolver:InsertBufferedActor (Obi.ObiActor) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1971)
0x000002c383c1c343 (Mono JIT Code) Obi.ObiSolver:StartSimulation (single,int) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1611)
0x000002c383c1b8b3 (Mono JIT Code) Obi.ObiSolver:LateUpdate () (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1171)
0x000002c384ad7ae8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ff8fe104c2e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ff8fe03d254 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ff8fe03d3cc (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ff616b87104 (Unity) scripting_method_invoke
0x00007ff616b64d14 (Unity) ScriptingInvocation::Invoke
0x00007ff616b4c4a4 (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007ff616b4c5ca (Unity) MonoBehaviour::CallUpdateMethod
0x00007ff6165de82b (Unity) BaseBehaviourManager::CommonUpdate<LateBehaviourManager>
0x00007ff6165e59fa (Unity) LateBehaviourManager::Update

I know we haven't altered any of this code. The leaks don't occur the first time I enter Play Mode, but do occur after exiting and re-entering Play Mode. It might be a bug with Obi Cloth itself, but the more likely explanation is I'm creating some data that's not being properly disposed of after exiting Play Mode. Then on the next play, the cloth simulation looks for data that has since been destroyed, which causes both the leakage and wonky cloth physics.
What data is created as part of Obi Cloth's standard functionality, that needs to be manually disposed of by the user? I updated the Obi Cloth version to 7.0.3 from 6.5.4, so I imagine there's some part of our code that would have worked fine with the previous version.

Thanks!

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