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Cloth has stretchy behavi...
Forum: Obi Cloth
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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
Last Post: josemendez
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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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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04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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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
Last Post: chenji
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)
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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)
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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)
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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)
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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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Performance issue on specific Windows desktop machine |
Posted by: michele_lf - 17-10-2022, 11:50 PM - Forum: Obi Cloth
- Replies (6)
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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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