Search Forums

(Advanced Search)

Latest Threads
Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
» Replies: 16
» Views: 344
Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
» Replies: 1
» Views: 72
Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
» Replies: 5
» Views: 211
can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
» Views: 147
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 500
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 708
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,474
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 418
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 485
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,346

 
  shader error on build (android)
Posted by: Daniel2022 - 15-11-2022, 11:51 AM - Forum: Obi Rope - Replies (2)

When using the editor to test my VR application obi rope works great!
However, when completing a build I get an error (attached)

'Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 100 (on gles3)'

The application still works, however - the rope objects are not rendering. 
We are using the Focus 3, an Android-based VR headset. My unity version is 2021.3.3f1. Any help is greatly appreciated!

Print this item

  How to add drag to a softbody?
Posted by: michele_lf - 14-11-2022, 03:50 PM - Forum: Obi Softbody - Replies (2)

Hello!

I am trying to simulate drag being applied to a moving softbody.

I am applying a force to the ObiActor using ObiActor.AddForce(force, ForceMode.Impulse) and I would like to see the same drag effect I can apply to a standard rigidbody in unity.

I tried adding an obi rigidbody component and increase the drag on the unity rigidbody but it seems to be disconnected from the ObiActor. If I apply the force to the unity rigidbody would that work with the softbody?

What is the best way of achieving this?

Many thanks!

Print this item

  Softbody gets stuck inside mesh collider
Posted by: michele_lf - 14-11-2022, 03:46 PM - Forum: Obi Softbody - Replies (2)

Hello!

I am trying to simulate tyres being thrown at objects. The issue is that on certain meshes, possibly smaller ones (if I use a large cube set up as a wall for instance I don't seem to have this issue) the tyre gets 'stuck' inside the collider.

This only seems to happen with mesh colliders and not box colliders for instance.

I am using ObiActor.AddForce(force, ForceMode.Impulse) to imprint velocity on the tyre object in the direction I need.

   

This first happened as I was trying to make the tyre 'stiffer' and upped the 'shape matching' iterations value on the solver. If I go from 1 to 5 for instance, I thinkm I get more stiffness but my fps gets really low.

My understanding is that I have to increase the number of substeps in the obi solver to get a 'stiffer' result but again I get much lower fps.

I tried compensating b y increasing the unity fixed time step. With a value of 0.05 the tyre is really soft again and still enters the collider. With fixed time step set to 0.02 and 4 substeps the tyre bounces off fine but looks really 'soft'.

Here are my settings

               

is there a combination of settings that would give me what I want? I tried to copy the settings from the deformable barrel sample, the only difference I can see is that the barrels are low poly and have a lot less particles on them.

I have also seen this post about using distance fields. Is that what I should do? If they are better why bother with colliders in the first place? Do we need both?

Print this item

  Moving a rope
Posted by: lufydad - 14-11-2022, 03:02 PM - Forum: Obi Rope - Replies (2)

Hi,

I have a main physical gameobject, which have ropes in his children. The user can manually set the position of the main physical gameobject (like far away of its current position).
For the moment, when the user change the position, I move the gameobject of the obiSolver inside the main physical gameobject to affect his position (and then the position of the rope inside it) after that I move out the obiSolver from the main physical gameobject "to free it". However, it not very clean and moreover it causes instability right after the movement.
What would be the cleaner way to move a gameobject that contains rope ?

Thanks in advance,

Print this item

  IndexOutOfRangeException when creating softbody blueprint
Posted by: basan - 13-11-2022, 11:59 AM - Forum: Obi Softbody - Replies (3)

Hello.

Purchased Obi soft body and as soon as I tried to generate a soft body blueprint with any of my meshes and I got the following issue:

Code:
IndexOutOfRangeException: Index was outside the bounds of the array.

Obi.GraphColoring.AddConstraint (System.Int32[] particles) (at Assets/Obi/Scripts/Common/Blueprints/GraphColoring.cs:44)

Does anyone how to fix this or if this is even normal ?

Thanks

Print this item

  Question about the collision filter for the particles
Posted by: snowtv - 12-11-2022, 12:24 AM - Forum: Obi Cloth - Replies (5)

Hello, in the document it says:

Integer value used for collision filtering. Less significant 16 bits contain a collision category (from 0 to 15) and most significant 16 bits contain a collision mask. 

Which are the less significant bits and which are the most significant bits?

Print this item

  How connecting two softbody objects with obi-rope?
Posted by: rocyk34 - 10-11-2022, 02:49 PM - Forum: Obi Softbody - Replies (2)

Hey guys,

How can I connect two softbody objects together with obi-rope?

I put softbodies at the ends of the rope.
But they fall down independently of each other. The rope has no function.

Example Game: https://youtube.com/shorts/toqgMFLPgTEhttp://

Thank you.

Print this item

  Difficulty with rope and forces when attached to cloth
Posted by: MEPETAMINALS - 09-11-2022, 02:55 PM - Forum: Obi Rope - Replies (2)

Essentially what I'm trying to do here:

I have an Obi cloth object (the sail)
The sail has two particle groups, one connected to the mast spar via a static particle attachment point. The second connects to the sphere via a dynamic particle attachment.

The idea is to be able to attach a rope to the sphere as well, and manipulate in a variety of ways. However, when I attach an obi rope to the sphere in the same method -- it seems to be radically more affected by the ambient force in the scene -- enough to stretch the sail in its effort to fly away. Increasing the mass of the rope (or the sphere) has minimal effect.

Can you give me some feedback as to what is going on here? My intent/expectation was for the rope to hang from the sphere in a similar manner to the sphere alone.

I've included two images. The first is the sail + sphere without the rope. The second shows the same scene after activating the rope.

In an effort to minimize variables, collisions have been disabled for all obi colliders. Both the rope and sail use the same solver.

   
   

Print this item

  Regarding Rope scene
Posted by: rohit_dhak - 09-11-2022, 10:53 AM - Forum: Obi Rope - Replies (1)

Hello All,
I am fairly new to Obi rope.
I am trying to create a scene as shown in the figure attached.

I have a couple of questions,
1. How to easily attach the ends of the rope to other objects (I cant just drag the control points to the objects).
2. The main object (at the center) is a plate with 4 speheres on the corners (multiple object body), so when I am attaching the rope to the sphere and run the game the plate just falls  while the sphere is still attached to the rope. Does it mean that I can only attach the rope to a single body object?
3. I want to control each rope separately, do I need to have separate obi solver for each rope?
4. Also I want to have the plate body hanging like in the freight lift example, however in my case the plate body just falls on the ground, How can I restrict the ropes extensions unless and until I give some control inputs to the ropes?

Sorry if the questions are too rudimentary.

Any advice or suggestion is greatly appreciated.


Thank You.



Attached Files Thumbnail(s)
   
Print this item

  cloth passthrough
Posted by: danazoid - 08-11-2022, 03:23 PM - Forum: Obi Cloth - Replies (10)

Hi, I need help with 2 issues.




In the first half of the video, the forceps stretches the skin as desired. However at some point it then passes through suddenly and unexpectedly. The second half of the video shows how it reacts to a different mesh (green large capsule)




Q1: This pass through issue improves with larger colliders on the forceps, but there is an upper limit to how big the collider can be. Is there a way to set when the particles will "tear"? I have tried using surface collisions but that does not help at all.




Q2: There does not seem to be a connection between mobile and attached particles. This causes a gap to form (more obvious in second half). Is there a way for the mobile particles remain connected to the attached particles?
Like this:    









Cloth and Solver settings

       



Thanks

Print this item