Latest Threads |
Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
13-09-2025, 05:32 AM
» Replies: 0
» Views: 94
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 2,839
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
» Views: 215
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
» Replies: 1
» Views: 471
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 712
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 797
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 535
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 509
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 1,006
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 853
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Scaling Softbody / Solver Updates |
Posted by: nakoustix - 21-11-2022, 10:13 PM - Forum: Obi Softbody
- Replies (4)
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Hi team,
I already discovered that it's possible to scale a softbody via the scaling solver way.
However, when I do this, many world coordinates change and (for instance) a camera script following the softbody introduces glitches.
Is there a better way to scale (increasingly, grow) softbodies or how do I compensate the glitches of the solver updates?
I hope it's clear what I wanna achieve. Obi is fantastic, but with some specific tasks I run into problems/limitations...
best regards
Michael
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Opaque fluid turns black instead of set color |
Posted by: Badger - 21-11-2022, 12:56 PM - Forum: Obi Fluid
- Replies (2)
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Hi, it may be something explained somewhere and I missed it, if so I'm sorry. I did search the user manual and forum for answers.
Turning transparency down makes the fluid go darker till it turns black instead of making it the color set in particle emitter.
I tested this behaviour on clean 3D URP template in Unity 2021.3.14f1, Windows. Almost all settings are default, I only set Opaque and Depth texture in renderer, added rendering feature and lowered the transparency. Fluid turns black when lowering opacity in all sample scenes.
I don't know if it's intended behaviour and how to change it I played around with blending modes to no effect). In user manual transparency example shows fluid turning to the color that was set in emitter.
How can I fix/change it? I want the fluid to be almost solid color, only getting transparent when it's thin (for example ketchup).
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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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