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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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22-07-2025, 02:19 PM
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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
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
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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Dealing with higher mass objects |
Posted by: Milionario - 18-11-2022, 11:35 PM - Forum: Obi Rope
- Replies (1)
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Most example scenes have objects of relatively low mass, how to increase the rope's strength to deal with objects of higher masses like 100 or more?
From what I see rope thickness directly impacts its behaviour and power, but why is it exposed on the blueprint and not on the rope object itself? Can't change thickness on runtime?
Is it possible to change the mass of the particles too?
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Can you read/write cloth data for network replication? |
Posted by: Milionario - 18-11-2022, 02:40 PM - Forum: Obi Cloth
- Replies (3)
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I have a multiplayer game and I am wondering if the cloth is replicable from server to clients.
I asked before about obi rope and an admin answered me its possible with rope, is it possible with cloth too?
Also ca cloth be used to make a trampoline and have rigidbodies bounce on it realistically?
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Pause emitter without restarting |
Posted by: gamedev - 18-11-2022, 01:41 PM - Forum: Obi Fluid
- Replies (2)
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Hi, when I deactivate the emitter component it stops emission while also destroying the emitted particles. Is it possible to only stop emission, while keeping the already emitted particles alive until their lifetime ends? Kind of like turning a tap on and off without destroying the water already in the sink.
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how to wrap with cloth |
Posted by: nchisa - 16-11-2022, 08:16 AM - Forum: Obi Cloth
- Replies (1)
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sorry. My English is poor.
What I want to achieve and what I have tried.
1: Wrap a heavy frying pan in a plastic bag.
-> I used the ClothSoftBody Sample Scene as a reference. By adding obi cloth to the cube and reducing the Volume Constraints, it looks like a plastic bag. Please let me know if there is a better way.
2: Tie the handle with a rubber band
-> I can't think of a way.
3: Even if thrown into a box from a height of 10cm, the plastic bag will not break.
->I've tried increasing the surface collision and particle mass. However, it doesn't work well because the frying pan penetrates the plastic bag.
How should I normally implement it? I would like to know which parameters or components to pay attention to.
Referenced post
http://obi.virtualmethodstudio.com/forum...-3269.html
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Crash after loading a scene |
Posted by: toral - 15-11-2022, 02:48 PM - Forum: Obi Rope
- Replies (2)
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Code: Obtained 28 stack frames
0x00007ffaa7e87315 (libOni) Ordinal0
0x00007ffaa7ea2edf (libOni) UpdateColliderGrid
0x000001cb2ab65246 (Mono JIT Code) (wrapper managed-to-native) Oni:UpdateColliderGrid (single)
0x000001cb2ab650e3 (Mono JIT Code) [OniColliderWorld.cs:35] Obi.OniColliderWorld:UpdateWorld (single)
0x000001cb2ab61a12 (Mono JIT Code) [ObiColliderWorld.cs:397] Obi.ObiColliderWorld:UpdateWorld (single)
0x000001cb2ab5bcd3 (Mono JIT Code) [ObiUpdater.cs:56] Obi.ObiUpdater:BeginStep (single)
0x000001cb2ab5a75b (Mono JIT Code) [ObiFixedUpdater.cs:46] Obi.ObiFixedUpdater:FixedUpdate ()
0x000001cb25caa378 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ffa2f44fe24 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
0x00007ffa2f38e764 (mono-2.0-bdwgc) [object.c:3066] do_runtime_invoke
0x00007ffa2f38e8fc (mono-2.0-bdwgc) [object.c:3113] mono_runtime_invoke
0x00007ff78a3e4db4 (Unity) scripting_method_invoke
0x00007ff78a3c4654 (Unity) ScriptingInvocation::Invoke
0x00007ff78a3ad934 (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007ff78a3ada22 (Unity) MonoBehaviour::CallUpdateMethod
0x00007ff789ea1338 (Unity) BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>
0x00007ff789ea897a (Unity) FixedBehaviourManager::Update
0x00007ff78a0b9856 (Unity) `InitPlayerLoopCallbacks'::`2'::FixedUpdateScriptRunBehaviourFixedUpdateRegistrator::Forward
0x00007ff78a0a0b8a (Unity) ExecutePlayerLoop
0x00007ff78a0a0d16 (Unity) ExecutePlayerLoop
0x00007ff78a0a6b09 (Unity) PlayerLoop
0x00007ff78afeedb9 (Unity) PlayerLoopController::UpdateScene
0x00007ff78afecfbf (Unity) Application::TickTimer
0x00007ff78b43b27a (Unity) MainMessageLoop
0x00007ff78b43fb2b (Unity) WinMain
0x00007ff78c7c421e (Unity) __scrt_common_main_seh
0x00007ffadbd474b4 (KERNEL32) BaseThreadInitThunk
0x00007ffadd4426a1 (ntdll) RtlUserThreadStart
Hello,
We are creating obi rope procedurally, everything works fine. But after loading a new scene or reloading the existing scene, unity editor crashes with above log after creating a new ObiSolver with new blueprints.
We tried destroying obifixedupdate, solver, colliders before loading a new scene but the problem still exists.
We need your assistance.
Best regards.
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