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
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.
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!
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?
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:
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.
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!
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.
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.