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Stretching verts uniforml...
Forum: Obi Softbody
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13-09-2025, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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  Create rope attachment points on gameobject
Posted by: vedders - 29-11-2022, 03:13 PM - Forum: Obi Rope - Replies (1)

Hi all,

I'm new here so go easy.

My plan is to use Obi Rope to string together lobster fishing pots and have them fall off the back of a fishing boat.

In Unity I would create a prefab of the lobster pot and have an empty gameobject as my connection point to make connecting the rope system to each one easier and hopefully automated. 

Something like this Gran sonrisa :
┬---------------------------------
☐                               

From what I understand, with my 1 hour of playing with it, is the rope connects to an object by its location instead of pointing it to an object and have it automatically join to it.

Is my understanding correct?
Can it be made to work like described above with it automatically connecting to an object I tell it to rather than manually positioning the rope for each connection?

Finally, is this the best approach or will one of your other products, such as Filo be a better option?

Thanks in advance
Vedders

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  Obi Rope path tracking
Posted by: RuralSculpture - 29-11-2022, 09:34 AM - Forum: Obi Rope - Replies (4)

I want to follow the path of the rope and move the characters, how can I do that?
Can we detect rope positions step by step?

[Image: JaZhKx.png]

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  rigidbody inside softbody sphere?
Posted by: Milionario - 29-11-2022, 12:16 AM - Forum: Obi Softbody - Replies (14)

Can an obi softbody sphere hold rigidbodies inside it, and react accordingly to forces applied by these same objects?

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  Fluid Renderer script
Posted by: kebab_traume - 28-11-2022, 03:21 PM - Forum: Obi Fluid - Replies (1)

Hello again! Thank you guys for your answers, need a little bit more help. 
We have obi fluid renderer feature with some renderer parameters such as blending, refraction etc. We also do have those parameters in Obi Fluid Renderer script. I have emitter with Obi Fluid renderer script on it with particle renderer assigned to respective window, but changing parameters here doesn't affect the fluid. Changing global parameters (renderer feature) - does. Where did I go wrong? And how to affect fluid with Obi fluid renderer parameters? Need to have two liquids with different blending params
       

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  How to attach rigidbody + collider to rope's end and have it not rotate freely
Posted by: Milionario - 25-11-2022, 02:53 PM - Forum: Obi Rope - Replies (3)

https://gyazo.com/7c9433194bf9dece501a74a62e9061fc

See this gif, see how the capsule rotates on its own, I want both the rope and the capsule affect eachother's rotations, so I think the correct way to say this is that I would expect the capsule to look at where that point in the rope is looking?

Also, i have a grabbing system that requires colliders and rigidbodies, so the player can grab physics objects on the scene, is it possible to make the entire rope be grabbable and interactable with 2 way coupling?

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  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!

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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)

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)

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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  Grab VR
Posted by: syunteri - 22-11-2022, 06:22 AM - Forum: Obi Cloth - Replies (3)

I have an old question and I have the source code,
http://obi.virtualmethodstudio.com/forum...-2422.html

An error occurs with the latest version of obi Cloth (Obi6.5).
I think this error location is due to the difference in versions (this source is for Obi 5.6)
How should it be described in the latest version (Obi6.5)?



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  cannot edit blueprint in unity2020
Posted by: syunteri - 22-11-2022, 05:55 AM - Forum: Obi Cloth - Replies (2)

unity ver 2020.3.41f1

cannot edit blueprint in unity2020

The scene is blank and I get the error message below



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