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Cloth has stretchy behavi...
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Rope ignoring colliders o...
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Ladder made by Ropes (Rat...
Forum: Obi Rope
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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
Forum: Obi Rope
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How to dynamically change...
Forum: Obi Rope
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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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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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26-06-2025, 11:41 AM
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  Problems with a few scenes out of the box
Posted by: michele_lf - 26-10-2022, 06:23 PM - Forum: Obi Softbody - Replies (2)

Hello,

I just got the softbody asset and tried the test scenes.

I have issues on the dragon scenes and the elastic character scenes. See videos here Link to videos.

Unity version 2021.3.8f. Burst version 1.6.6, Mathematics 1.2.6, Collections 1.4.0, Jobs 0.70.0-preview 7.

It seems that clicking on bind skin solves the issue for the dragon and the elastic character though.

Is this normal?

Many thanks

M

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  Custom Force to Match Object
Posted by: docgonzzo - 25-10-2022, 12:31 AM - Forum: Obi Rope - Replies (5)

Hi folks,

I'm working on a top-down 2D game where the player navigates around objects that attract/pull the player affecting their path through the level. The player has an Obi Rope (and Solver) attached to him, kind of like a long tail.

The Physics 2D gravity (in project settings) and the Solver.gravity are set to zero. I have set-up an attraction system using Rigidbody2D.AddForce() which attracts the player towards the different "attraction objects", depending on distance.

I set all the rope's CP masses to 0. This is because as the rope moved/waved around, it was affecting the character's center of mass, making the control difficult.

When the character collides with an attraction object, he naturally sticks there due to the force of attraction.  The rope currently just drifts/floats around when the character is stuck to an attraction object, as expected in zero gravity and with zero-mass.

I need the rope to also stick to this attracting object with the same force the character is attracted.


What do you recommend I do to get this working? Could I increase the mass of the particles (or CPs) directly at runtime when the character is in contact with an attraction object? Should I use the Solver.gravity or Solver.externalForces to control this?

Also, what's the difference between using Solver.gravity and Solver.externalForces from the perspective of a particle?

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  Make the rope float
Posted by: Slava - 24-10-2022, 12:14 AM - Forum: Obi Rope - Replies (1)

Hi
I'm using your rope as a fishing line. I need the rope to float on the water.
The water asset uses a rigid body to make objects float.
If you have an idea to help, I will be grateful.

I have an idea how this can be done.To do this, I must get the location of particles in world space. And then check if they are in the water, then move them in the right direction or use force on them. Is it possible to do that? If yes, then how?

I am using KWS Water System.
https://assetstore.unity.com/packages/to...ing-205007

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  Connect/Repair Torn Rope Again Runtime
Posted by: Ropuska - 20-10-2022, 01:13 PM - Forum: Obi Rope - Replies (1)

Hi There, is there any effective way to do so?
I found out if you close and open obi rope actor it reconnect itself but that is now an efficient way to do so.
Does anyone have a better way to do it?

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  harpoon with obi rope
Posted by: RuralSculpture - 18-10-2022, 09:11 AM - Forum: Obi Rope - Replies (11)

I want to hit the objects with the harpoon with obi rope and then drag those objects with the rope, how can I do that?

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  Performance issue on specific Windows desktop machine
Posted by: michele_lf - 17-10-2022, 11:50 PM - Forum: Obi Cloth - Replies (6)

Hello Obi team,
 
We are experiencing an issue where the same Unity scene runs at a low FPS only on a specific machine, while we believe it shouldn’t according to the specs.
Running on Windows 10 pro, unity version 2021.3.8f.
 
On one machine we have
 
AMD Ryzen 5900X processor (12 cores, 24 threads -  overclocked to 4.8Ghz)
Nvidia RTX 3080
32GB RAM
 
With this machine our scene runs at 60-70FPS. Disabling the Job Debugger and safety checks doesn’t seem to make any difference.
 
On a new machine we have
 
Intel i9-10980XE Extreme (18 cores, 36 threads - 3.0GHz, no overclocking)
Nvidia RTX 3090 Ti
128GB RAM
 
With this machine the FPS of the scene goes down to about 15-20FPS.
 
We tried benchmarking the new machine with 3D Mark and it seems to work as expected.
 
Is the difference between the two CPUs so vast to justify such a drop in FPS? Or is there another reason such as the increased number of threads?
 
Or can you think of anything else?


Many thanks

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Triste ObiRope Collided Object Info Retrieving
Posted by: Ropuska - 15-10-2022, 03:43 PM - Forum: Obi Rope - Replies (8)

Hi there, 
I want to make a 2d game where you spawn balls to land on ropes. After a ball collides with rope it will self destruct. So I need help with getting the info of the collided object. I looked at the main page and a few forums, tried to do a few things but ended up with spahetti code and confusion. Can please someone help me?

    public ObiSolver solver;
    Obi.ObiSolver.ObiCollisionEventArgs frame;
    Obi.ObiList<Oni.Contact> _contacts = new Obi.ObiList<Oni.Contact>();
    void OnEnable()
    {
        solver.OnParticleCollision += Solver_OnCollision;
    }

    void OnDisable()
    {
        solver.OnParticleCollision -= Solver_OnCollision;
    }

     void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        _contacts = e.contacts;
        if (_contacts != null) Debug.Log("Collision!");
    }


I used this to see if there is any collisions before the ball hits, and there is on every update??? After the ball hits and stays on the rope nothing changes. I get this code block from another forum. The problem is nobody so far wanted to get the collider or gameobject info who's collided to rope so far. That's where I am stuck.

What I want is something like here:

     private void OnCollisionEnter(Collision collision)
    {
        Destroy(collision.gameObject);
    }

Please help.

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Pregunta Obi Rope for VR
Posted by: Holty - 15-10-2022, 07:03 AM - Forum: Obi Rope - Replies (3)

Hi. I want to create a short and interactable hose for a VR interactable fire extinguisher. The hoses on extinguishers are usually fairly stiff and no twisting or major bending should take place if possible. My questions are: are there issues with teleporting with obi rope parented to an object and held by the  VR player avatar? Can I restrict the amount of bend that the user can achieve while pointing / directing the nozzle so as to create a more realistic, thick rubber hose feel? Just want to check before purchasing. Many thanks.  

Sonrisa

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  ObiRope stuck in BoxCollider - Distance Fields how
Posted by: WavyRancheros - 13-10-2022, 08:15 AM - Forum: Obi Rope - Replies (1)

Hi,

sometimes my rope gets stuck inside the box collider that I attached to my wall object.

   

Now I read about distance fields,  but to create one I need to input a mesh.

How would it work for a BoxCollider that I placed in the scene?

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  Liquid inside the rope. How to do this?
Posted by: Vincent'sFriend - 11-10-2022, 08:32 AM - Forum: Obi Rope - Replies (1)

Hello everyone!

I am going to create transparent rope with liquid inside
https://play.google.com/store/apps/detai...uzzle.game

Which way is the best for this?

1. I tried to do second rope which was thinner than first and put it inside, but their behaviors are different
2. Maybe I should buy special shader? https://assetstore.unity.com/packages/vf...wrp-202713



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