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  Mesh turns inside out in unity2021
Posted by: syunteri - 22-11-2022, 05:43 AM - Forum: Obi Cloth - No Replies

unity ver 2021.3.f1



The front and back are scratched in the cloth sample scene
In the following example scene
ClothRigidbodyInteraction



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  mesh goes wrong in unity2021
Posted by: syunteri - 22-11-2022, 05:36 AM - Forum: Obi Cloth - Replies (2)

unity ver 2021.3.f1

In the following example scene, the mesh is messed up.
・CharacterCloth
・SoccerGoal
・ClothRaycast



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.png   Pasted Graphic 2.png (Size: 24.9 KB / Downloads: 13)
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  GC Alloc every frame ObiFixedUpdater (Burst)
Posted by: skaughtx0r - 22-11-2022, 12:55 AM - Forum: Obi Fluid - Replies (2)

Hello,

I just recently purchased this asset to see if it would be possible to use it for simulating aerodynamics and ran into some performance issues when trying to simulate lots of fluid particles. The low hanging fruit seemed to be tons of GC Allocations per frame in the ObiFixedUpdater/ObiSolver (Using Burst).

The following profiler was run with about 10,000 particles with Collision and Density Contsraints enabled. I did notice that when Disabling Density, the GC Alloc drops quite abit and performance improves.

   

Density disabled:

   

Deep profiler shows that the issue comes from setting the capacity of the List every frame and calling ToArray on it. (I was able to fix this by just using an array instead of a list and only allocating memory when the capacity needed to grow).

   

Here is a video of the scene I was running and what I'm trying to do. Not sure if you have any better suggestions on how I could go about trying to do an aerodynamics simulation (for a high speed boat / hydroplane)?

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  Scaling Softbody / Solver Updates
Posted by: nakoustix - 21-11-2022, 10:13 PM - Forum: Obi Softbody - Replies (4)

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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  Ragdoll character passing through rope unless thickness is increased
Posted by: Milionario - 21-11-2022, 02:53 PM - Forum: Obi Rope - Replies (15)

I wanna make a kinda stretchy rope obstacle in my game, kinda like boxing ring ropes.

But most of the times if my ragdoll is running fast enough it will pass through the rope, unless i increase its control points thickness to something like 2, which looks just too big.

Any ideas?

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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)

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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  NullReferenceException on Skinned Cloth Blueprint Generating
Posted by: GinHuang - 19-11-2022, 11:03 PM - Forum: Obi Cloth - Replies (2)

screenshot:
[Image: fileProxy&user=102&sid=4uAtmfRs]

unity3d version:2020.3.36f1c1
Project: new empty 3D project that uses Unity's built-in renderer.
use Resources: Obj sampleResources "Man_trenchcoat.fbx"


step:
1.Creat a skinned Cloth Blueprint
2.drag "Body_basemesh 1" to "InputMesh"
3.Click "Generate"
4.got this exception


exception:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiClothBlueprint+<CreateDistanceConstraints>d__3.MoveNext () (at Assets/Obi/Scripts/Cloth/Blueprints/ObiClothBlueprint.cs:125)
Obi.ObiSkinnedClothBlueprint+<Initialize>d__2.MoveNext () (at Assets/Obi/Scripts/Cloth/Blueprints/ObiSkinnedClothBlueprint.cs:87)
Obi.ObiActorBlueprint+<Generate>d__59.MoveNext () (at Assets/Obi/Scripts/Common/Blueprints/ObiActorBlueprint.cs:282)
Obi.CoroutineJob+<Start>d__15.MoveNext () (at Assets/Obi/Scripts/Common/Utils/Coroutines/CoroutineJob.cs:99)
UnityEngine.Debug:LogException(Exception)
Obi.<Start>d__15:MoveNext() (at Assets/Obi/Scripts/Common/Utils/Coroutines/CoroutineJob.cs:108)
Obi.EditorCoroutine:ShowCoroutineProgressBar(String, IEnumerator&) (at Assets/Obi/Scripts/Common/Utils/Coroutines/EditorCoroutine.cs:21)
Obi.ObiActorBlueprintEditor:Generate() (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:131)
Obi.ObiActorBlueprintEditor:OnInspectorGUI() (at Assets/Obi/Editor/Common/Blueprints/ObiActorBlueprintEditor.cs:163)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr, Boolean&)



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  Dealing with higher mass objects
Posted by: Milionario - 18-11-2022, 11:35 PM - Forum: Obi Rope - Replies (1)

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)

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)

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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