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Non-uniform particle dist...
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  Can you read and set rope data? for multiplayer purposes.
Posted by: Milionario - 18-11-2022, 03:05 AM - Forum: Obi Rope - Replies (9)

I am developing a server auth multiplayer game and I need to send rope data to clients to render the rope locally, is this possible?

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  Rest length show incoherent value
Posted by: lufydad - 17-11-2022, 11:24 AM - Forum: Obi Rope - Replies (3)

Hi,

I made a scene with a rope that is pulled on both sides. At the start its size is 4.28 m and later when attachments pulled it we see in unity a size of approximatly 15 m but rest length still show 4.28 m (see https://imgur.com/a/9YfSQc6).
Is there something that I don't understand with rest length ? I based my thought on Changing rope length at runtime: ObiRopeCursor : "It is very useful to know the current length of the rope when working with cursors. Use the rope's RestLength property for this.".

Thanks in advance,

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  Rope seems to be simulated twice
Posted by: lufydad - 16-11-2022, 12:00 PM - Forum: Obi Rope - Replies (3)

Hi,

I add a rope which have a weird behavior : https://imgur.com/a/hAXi6YA
It seems like that it's simulated twice, but there is only one ObiFixedUpdater.
Have you an idea of what could generate this ?

Thanks in advance,

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  Obi Rope + Filo Cable
Posted by: rohit_dhak - 16-11-2022, 10:14 AM - Forum: Obi Rope - Replies (5)

Hello,

So after buying Obi rope I also checked Filo cable.
I wanted a scene where the cable/ rope is not too flexible as in the case of Obi rope, however I also want the cable sag (which is there in Obi rope and I dont see it in the filo cable).

So I am not sure if Filo cable can have cable sag.

I want a spool on which the cable is stored (same as in the spool example of Filo cable) with a pulley as shown in the figure.

Also the simulation is super slow and I am not sure why. The floor is of scale 100-1-100 and the 2 spool-pulley system is at the 2 corners of the floor.

Any help is greatly appreciated.

Thank you.



Attached Files Thumbnail(s)
   
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  how to wrap with cloth
Posted by: nchisa - 16-11-2022, 08:16 AM - Forum: Obi Cloth - Replies (1)

sorry. My English is poor.

What I want to achieve and what I have tried.

1: Wrap a heavy frying pan in a plastic bag.
-> I used the ClothSoftBody Sample Scene as a reference. By adding obi cloth to the cube and reducing the Volume Constraints, it looks like a plastic bag. Please let me know if there is a better way.

2: Tie the handle with a rubber band
-> I can't think of a way.

3: Even if thrown into a box from a height of 10cm, the plastic bag will not break.
->I've tried increasing the surface collision and particle mass. However, it doesn't work well because the frying pan penetrates the plastic bag. 

How should I normally implement it? I would like to know which parameters or components to pay attention to.

Referenced post
http://obi.virtualmethodstudio.com/forum...-3269.html

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  Crash after loading a scene
Posted by: toral - 15-11-2022, 02:48 PM - Forum: Obi Rope - Replies (2)

Code:
Obtained 28 stack frames
0x00007ffaa7e87315 (libOni) Ordinal0
0x00007ffaa7ea2edf (libOni) UpdateColliderGrid
0x000001cb2ab65246 (Mono JIT Code) (wrapper managed-to-native) Oni:UpdateColliderGrid (single)
0x000001cb2ab650e3 (Mono JIT Code) [OniColliderWorld.cs:35] Obi.OniColliderWorld:UpdateWorld (single)
0x000001cb2ab61a12 (Mono JIT Code) [ObiColliderWorld.cs:397] Obi.ObiColliderWorld:UpdateWorld (single)
0x000001cb2ab5bcd3 (Mono JIT Code) [ObiUpdater.cs:56] Obi.ObiUpdater:BeginStep (single)
0x000001cb2ab5a75b (Mono JIT Code) [ObiFixedUpdater.cs:46] Obi.ObiFixedUpdater:FixedUpdate ()
0x000001cb25caa378 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ffa2f44fe24 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
0x00007ffa2f38e764 (mono-2.0-bdwgc) [object.c:3066] do_runtime_invoke
0x00007ffa2f38e8fc (mono-2.0-bdwgc) [object.c:3113] mono_runtime_invoke
0x00007ff78a3e4db4 (Unity) scripting_method_invoke
0x00007ff78a3c4654 (Unity) ScriptingInvocation::Invoke
0x00007ff78a3ad934 (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007ff78a3ada22 (Unity) MonoBehaviour::CallUpdateMethod
0x00007ff789ea1338 (Unity) BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>
0x00007ff789ea897a (Unity) FixedBehaviourManager::Update
0x00007ff78a0b9856 (Unity) `InitPlayerLoopCallbacks'::`2'::FixedUpdateScriptRunBehaviourFixedUpdateRegistrator::Forward
0x00007ff78a0a0b8a (Unity) ExecutePlayerLoop
0x00007ff78a0a0d16 (Unity) ExecutePlayerLoop
0x00007ff78a0a6b09 (Unity) PlayerLoop
0x00007ff78afeedb9 (Unity) PlayerLoopController::UpdateScene
0x00007ff78afecfbf (Unity) Application::TickTimer
0x00007ff78b43b27a (Unity) MainMessageLoop
0x00007ff78b43fb2b (Unity) WinMain
0x00007ff78c7c421e (Unity) __scrt_common_main_seh
0x00007ffadbd474b4 (KERNEL32) BaseThreadInitThunk
0x00007ffadd4426a1 (ntdll) RtlUserThreadStart

Hello,

We are creating obi rope procedurally, everything works fine. But after loading a new scene or reloading the existing scene, unity editor crashes with above log after creating a new ObiSolver with new blueprints.

We tried destroying obifixedupdate, solver, colliders before loading a new scene but the problem still exists.

We need your assistance.

Best regards.

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  shader error on build (android)
Posted by: Daniel2022 - 15-11-2022, 11:51 AM - Forum: Obi Rope - Replies (2)

When using the editor to test my VR application obi rope works great!
However, when completing a build I get an error (attached)

'Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 100 (on gles3)'

The application still works, however - the rope objects are not rendering. 
We are using the Focus 3, an Android-based VR headset. My unity version is 2021.3.3f1. Any help is greatly appreciated!

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  How to add drag to a softbody?
Posted by: michele_lf - 14-11-2022, 03:50 PM - Forum: Obi Softbody - Replies (2)

Hello!

I am trying to simulate drag being applied to a moving softbody.

I am applying a force to the ObiActor using ObiActor.AddForce(force, ForceMode.Impulse) and I would like to see the same drag effect I can apply to a standard rigidbody in unity.

I tried adding an obi rigidbody component and increase the drag on the unity rigidbody but it seems to be disconnected from the ObiActor. If I apply the force to the unity rigidbody would that work with the softbody?

What is the best way of achieving this?

Many thanks!

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  Softbody gets stuck inside mesh collider
Posted by: michele_lf - 14-11-2022, 03:46 PM - Forum: Obi Softbody - Replies (2)

Hello!

I am trying to simulate tyres being thrown at objects. The issue is that on certain meshes, possibly smaller ones (if I use a large cube set up as a wall for instance I don't seem to have this issue) the tyre gets 'stuck' inside the collider.

This only seems to happen with mesh colliders and not box colliders for instance.

I am using ObiActor.AddForce(force, ForceMode.Impulse) to imprint velocity on the tyre object in the direction I need.

   

This first happened as I was trying to make the tyre 'stiffer' and upped the 'shape matching' iterations value on the solver. If I go from 1 to 5 for instance, I thinkm I get more stiffness but my fps gets really low.

My understanding is that I have to increase the number of substeps in the obi solver to get a 'stiffer' result but again I get much lower fps.

I tried compensating b y increasing the unity fixed time step. With a value of 0.05 the tyre is really soft again and still enters the collider. With fixed time step set to 0.02 and 4 substeps the tyre bounces off fine but looks really 'soft'.

Here are my settings

               

is there a combination of settings that would give me what I want? I tried to copy the settings from the deformable barrel sample, the only difference I can see is that the barrels are low poly and have a lot less particles on them.

I have also seen this post about using distance fields. Is that what I should do? If they are better why bother with colliders in the first place? Do we need both?

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  Moving a rope
Posted by: lufydad - 14-11-2022, 03:02 PM - Forum: Obi Rope - Replies (2)

Hi,

I have a main physical gameobject, which have ropes in his children. The user can manually set the position of the main physical gameobject (like far away of its current position).
For the moment, when the user change the position, I move the gameobject of the obiSolver inside the main physical gameobject to affect his position (and then the position of the rope inside it) after that I move out the obiSolver from the main physical gameobject "to free it". However, it not very clean and moreover it causes instability right after the movement.
What would be the cleaner way to move a gameobject that contains rope ?

Thanks in advance,

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