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Rope ignoring colliders o...
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Ladder made by Ropes (Rat...
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can you remove particles ...
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ObiRope Mesh Renderer
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How to dynamically change...
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
Forum: Obi Rope
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Force Zone apply differen...
Forum: Obi Rope
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  Visual "Exception User-Unhandled" on Unity 2022.1.17f1
Posted by: bagelbaker - 07-11-2022, 03:36 PM - Forum: General - Replies (4)

Hello,

We are currently in the process of upgrading our project from Unity 2020.3.26f1 to Unity 2022.1.17f1, using Obi 6.4

When we attach Visual to Unity Editor, we get these "Exception User-Unhandled" multiples times (20-30x) when we hit Play / Unplay / open a scene in the Editor.


Code:
System.ObjectDisposedException: The UNKNOWN_OBJECT_TYPE has been deallocated, it is not allowed to access it
  at (wrapper managed-to-native) Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckDeallocateAndThrow_Injected(Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle&)
  at Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckDeallocateAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) [0x00000] in <790a43858b4b404fbe02a2b7b4a0d9d6>:0
  at Obi.ObiNativeList`1[T].Dispose (System.Boolean disposing) [0x0003d] in H:\MyUser\Dev\Unity\MyProject-01-unity2022\Assets\Obi\Scripts\Common\DataStructures\NativeList\ObiNativeList.cs:110
  at Obi.ObiNativeList`1[T].Finalize () [0x00002] in H:\MyUser\Dev\Unity\MyProject-climb-01-unity2022\Assets\Obi\Scripts\Common\DataStructures\NativeList\ObiNativeList.cs:90
 

Any workaround around this?
Thanks

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  Changing rope solver constraints settings with script
Posted by: Zombie1111 - 06-11-2022, 08:45 PM - Forum: Obi Rope - Replies (1)

Im trying to change the distance iterations option at runtime using a script but I cant get it to work!
Doing this does nothing
grab_holdingRope.solver.distanceConstraintParameters.iterations = 20;
grab_holdingRope.UpdateParticleProperties();

Doing this causes the rope to "drag itself" and fly around all over the place. (Calling both UpdateParticleProperties and UpdateBackend have the same effect)
grab_holdingRope.solver.distanceConstraintParameters.iterations = 20;
grab_holdingRope.solver.UpdateBackend();

Changing the distance iterations option at runtime using the inspector does work! So I guess there is a function or something that I must call after changing the option!? But idk what that function is called and I have tried calling many different functions with no luck.

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  Disable/Enable solver to disable simulation
Posted by: Sloppy - 05-11-2022, 03:06 PM - Forum: Obi Cloth - Replies (1)

Hello! I want to disable and enable cloth simulation based on lod visibility (read it's just enough to disable/ebale the solver), the problem is that when i enable it cloth has visual lag, like jumps from old positions. This seems not happen if i test it with "simulate when invisible", so i assume there is a difference there. Need help to figure out what i miss. Thanks!

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  how to make particles not following emmiter?
Posted by: AAABBBCCC - 03-11-2022, 07:34 AM - Forum: Obi Fluid - Replies (2)

hi 
i made a firetruck and i used obi fluid to create water, but when truck moves or rotate particles follow its movements .
what should i do to make particles not following emmiter?

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Pregunta Is a mesh requried?
Posted by: ArniA - 02-11-2022, 01:01 PM - Forum: Obi Softbody - Replies (3)

Hi, I am a new Obi user and I am trying to use the Obi Softbody package.

Am I bound to use a mesh to generate a volumetric softbody? Or can I somehow build an arbitrary rigged volume without a mesh?

My characters are procedural (editor time) and I wish to write my own render for the volume and thus do not care for any skinned or original mesh.

/Arni

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  Issue with Softbody Collisions
Posted by: blobman - 02-11-2022, 05:11 AM - Forum: Obi Softbody - Replies (1)

Hi. I'm encountering some issues when trying to collide my softbody mesh with rigidbody meshes. Here is a demo:


You can see, after a few collisions, my rigidbody mesh can get inside of my softbody mesh.

Collider settings on my rigidbody mesh:
[Image: SokmKl2.png]

Few things I've tried to mitigate this issue:
- Tuning the ObiSolver (using parallel eval. and adding iterations)
- Adding a distance field to the Obi Collider 

both did not work.

Would love to get a better understanding on why this happens and what causes this issue.

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  Obi Rope Grappling Hook Sample Scene
Posted by: Filip_Bencin - 31-10-2022, 06:50 PM - Forum: Obi Rope - Replies (1)

Hello! So I've started to dive into Obi Rope and the features are awesome. The grappling hook scene is close to exactly what I need for my game. However, I've noticed one issue that I am having some issues resolving. Within the Obi Rope grappling hook sample scene when I shoot the rope, it extends as normal, however upon reaching a certain distance the rope stops appearing to extend, but in the background I believe it is still extending because after a short period of time the rope is visually drawn to the screen and the rope anchors to the object I have clicked on, however the rope slingshots my character in a way that it doesn't seem it should. To reproduce, try moving a cube to the very edge of the screen within the sample scene and attempt to hook to it. I was wondering if any else ran into this issue and knows how to solve it in a way so that my character hooks to the object without this odd slingshot effect and visual issue. Thanks in advance!

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  Rope not affected by gravity
Posted by: MarieGrasmeier - 30-10-2022, 08:35 PM - Forum: Obi Rope - Replies (7)

Hi José,

been trying out obi rope for the entire day now and facing a lot of difficulties (as seems to be normal when new to it if I understand from this forum here :-)).

One issue is: I set up a rope in a test project (actually modified the fire hose sample by removing the pump script which I do not need). Everything looked quite nice in the test project. The I turned it into a prefab and imported it to an existing project: The problem: in this project, the rope (hose) is not affected by gravity, it just stays up in the air where it is.

I am not super sure if this is even an obi rope specific question but since it is not a rigidbody I am somehow lost and do not have an idea where to look for a solution. So please apologize in case this might be super off-topic.

Many thanks and best wishes,
Marie

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  Cannot bind skin on large objects
Posted by: michele_lf - 28-10-2022, 05:54 PM - Forum: Obi Softbody - Replies (2)

Hello,

I have tried several times to bind a skin to this model without succeding. Video of the issue here.

I have enlarged it from this model, which seems to work fine. I have scaled it up and rotated in blender before exporting again.

The issue is that I need to scale it up about 5 times but using the solver transform causes visual issues.

I also get this error when pressing play
Mesh.SetBoneWeights() failed: Vertex 0 has zero weights.
UnityEngine.Mesh:SetBoneWeights (Unity.Collections.NativeArray`1<byte>,Unity.Collections.NativeArray`1<UnityEngine.BoneWeight1>)
Obi.ObiSoftbodySkinner:SetBoneWeights () (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:386)
Obi.ObiSoftbodySkinner:Setup () (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:135)
Obi.ObiSoftbodySkinner:UpdateSoftBones (Obi.ObiActor) (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:218)
Obi.ObiActor:Interpolate () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1223)
Obi.ObiSoftbody:Interpolate () (at Assets/Obi/Scripts/Softbody/Actors/ObiSoftbody.cs:288)
Obi.ObiSolver:Interpolate (single,single) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1641)
Obi.ObiUpdater:Interpolate (single,single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:132)
Obi.ObiFixedUpdater:Update () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:64)


I get no errors when generating the blueprints or binding the skin. The blueprint looks ok in edit mode.

   


What am I doing wrong?

Many thanks

Michele

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  Best method for multiple similar ropes?
Posted by: MEPETAMINALS - 27-10-2022, 09:05 PM - Forum: Obi Rope - Replies (3)

I feel like this is a really basic question, but having issues getting it to work.

I'm working on a personal project about sailing, and using Obi cloth + rope to handle the, well, cloth and rope.

I'm having good results, but have been unable to get multiple ropes to work as desired. I can copy a rope any number of times, but editing the spline will reflect the changes to all other ropes that it was copied from. If I create a new rope with a new blueprint, it appears to work, but when running any obi particle attachments are seemingly ignored, and the rope will fall through the scene and cause everything to explode.

I'm currently working around this by altering rope lengths/positions after runtime, but this feels cumbersome -- and I'm sure I'm missing something pretty basic. Essentially I want multiple ropes that have identical blueprints/solvers, but varying lengths and positions.

Pic shows the idea. All the ropes behave identically, but have different lengths and particle attachment points, been unable to set this up pre runtime.

[attachment=1528]



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