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Cloth has stretchy behavi...
Forum: Obi Cloth
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24-07-2025, 03:15 PM
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Rope ignoring colliders o...
Forum: Obi Rope
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24-07-2025, 07:03 AM
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Ladder made by Ropes (Rat...
Forum: Obi Rope
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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
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04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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How to find out the rope tension |
Posted by: Kizzualx - 22-11-2022, 10:10 AM - Forum: Obi Rope
- Replies (9)
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Good afternoon, how to find out the tension force or remove the rope tension
There is a character with three ropes, there is the sum of the length of the ropes. In the screenshot, the left one has a length of 1, the right rope is 5. When I start to reduce the length of the right rope, it pulls the character along, thereby lengthening the left rope, I need it not to go beyond the range of its current length, if it comes out, then uncouple, how to find out when it goes beyond the range
By this method I change the length of the rope
ropeCursor.ChangeLength(rope.restLength + length)
Below I tried to find out how long the rope stretches when stretched, but unsuccessfully
x = rope.restLength;
y = rope.CalculateLength();
z = rope.restLength - rope.CalculateLength();
If you look at these values, then x = 1, y will range from 1 and above
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Is Obi Fluid the right choice for this situation? |
Posted by: Blitz54 - 22-11-2022, 06:39 AM - Forum: Obi Fluid
- Replies (2)
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Hello! My current project uses Zibra Liquids, but recently they introduced a "Pro" version with a subscription fee. The asset itself worked great, but the ability to collide different fluids together is locked behind the Pro version. Which sucks really, as that was something I really needed, and after spending 100 USD it hurts not being able to use it for my project.
So, I purchased Obi Fluids. I played around with it a bit, but I was hoping to get some quick questions answered before digging too deep into it.
My project is 3D but locked in a 2D view. It involves 4 players, each with their own slime gun. Similar to Splatoon in ways. As for questions, again I only played a little bit with the assets so I don't need a "How to" just yet, I just want to know if it's possible. First question, am I able to "launch" fluid from an emitter, depending on the direction it's facing? I couldn't seem to find a way to send the liquid in any direction, other than straight down from where the emitter is.
Other question, in Zibra Liquids they have voids, where if particles hit the void they are deleted. Is there a similar ability in Obi Fluids? The way my current setup with Zibra worked, was that the player had voids attached to them, and if an enemy slime particle hit that void, it would be deleted and added to the total deleted particles. Once the deleted particles hit the limit I had set, the player would be "dead". The downside to that way was I couldn't have particles stick to the players, so there was no visual effect unless I added something janky.\
Thanks! I may have more questions down the road, but I'll do my best to investigate it myself and read the docs. I just need a starting point.
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Scaling Softbody / Solver Updates |
Posted by: nakoustix - 21-11-2022, 10:13 PM - Forum: Obi Softbody
- Replies (4)
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Hi team,
I already discovered that it's possible to scale a softbody via the scaling solver way.
However, when I do this, many world coordinates change and (for instance) a camera script following the softbody introduces glitches.
Is there a better way to scale (increasingly, grow) softbodies or how do I compensate the glitches of the solver updates?
I hope it's clear what I wanna achieve. Obi is fantastic, but with some specific tasks I run into problems/limitations...
best regards
Michael
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Opaque fluid turns black instead of set color |
Posted by: Badger - 21-11-2022, 12:56 PM - Forum: Obi Fluid
- Replies (2)
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Hi, it may be something explained somewhere and I missed it, if so I'm sorry. I did search the user manual and forum for answers.
Turning transparency down makes the fluid go darker till it turns black instead of making it the color set in particle emitter.
I tested this behaviour on clean 3D URP template in Unity 2021.3.14f1, Windows. Almost all settings are default, I only set Opaque and Depth texture in renderer, added rendering feature and lowered the transparency. Fluid turns black when lowering opacity in all sample scenes.
I don't know if it's intended behaviour and how to change it I played around with blending modes to no effect). In user manual transparency example shows fluid turning to the color that was set in emitter.
How can I fix/change it? I want the fluid to be almost solid color, only getting transparent when it's thin (for example ketchup).
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