Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
13-09-2025, 05:32 AM
» Replies: 0
» Views: 94
|
Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 2,839
|
Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 215
|
Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 471
|
Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 712
|
How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 797
|
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 535
|
Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 509
|
Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,006
|
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 853
|
|
|
URP Fluid renderring in FluidMixing scene |
Posted by: kebab_traume - 25-11-2022, 09:07 AM - Forum: Obi Fluid
- Replies (9)
|
 |
Hi! Have a question. I have tried to apply urp fluid shader to simple fluid example and it worked. Made the same with mixing fluids scene from default examples - see nothing. Particles shader work without problems. So here're two questions - what I did wrong and how to mix two transparent white fluids to have opaque white as the result of mixing? Thank you!
|
|
|
How to find out the rope tension |
Posted by: Kizzualx - 22-11-2022, 10:10 AM - Forum: Obi Rope
- Replies (9)
|
 |
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
|
|
|
Is Obi Fluid the right choice for this situation? |
Posted by: Blitz54 - 22-11-2022, 06:39 AM - Forum: Obi Fluid
- Replies (2)
|
 |
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.
|
|
|
|