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Stretching verts uniforml...
Forum: Obi Softbody
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13-09-2025, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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» Views: 853

 
  IndexOutOfRangeException when creating softbody blueprint
Posted by: basan - 13-11-2022, 11:59 AM - Forum: Obi Softbody - Replies (3)

Hello.

Purchased Obi soft body and as soon as I tried to generate a soft body blueprint with any of my meshes and I got the following issue:

Code:
IndexOutOfRangeException: Index was outside the bounds of the array.

Obi.GraphColoring.AddConstraint (System.Int32[] particles) (at Assets/Obi/Scripts/Common/Blueprints/GraphColoring.cs:44)

Does anyone how to fix this or if this is even normal ?

Thanks

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  Question about the collision filter for the particles
Posted by: snowtv - 12-11-2022, 12:24 AM - Forum: Obi Cloth - Replies (5)

Hello, in the document it says:

Integer value used for collision filtering. Less significant 16 bits contain a collision category (from 0 to 15) and most significant 16 bits contain a collision mask. 

Which are the less significant bits and which are the most significant bits?

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  How connecting two softbody objects with obi-rope?
Posted by: rocyk34 - 10-11-2022, 02:49 PM - Forum: Obi Softbody - Replies (2)

Hey guys,

How can I connect two softbody objects together with obi-rope?

I put softbodies at the ends of the rope.
But they fall down independently of each other. The rope has no function.

Example Game: https://youtube.com/shorts/toqgMFLPgTEhttp://

Thank you.

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  Difficulty with rope and forces when attached to cloth
Posted by: MEPETAMINALS - 09-11-2022, 02:55 PM - Forum: Obi Rope - Replies (2)

Essentially what I'm trying to do here:

I have an Obi cloth object (the sail)
The sail has two particle groups, one connected to the mast spar via a static particle attachment point. The second connects to the sphere via a dynamic particle attachment.

The idea is to be able to attach a rope to the sphere as well, and manipulate in a variety of ways. However, when I attach an obi rope to the sphere in the same method -- it seems to be radically more affected by the ambient force in the scene -- enough to stretch the sail in its effort to fly away. Increasing the mass of the rope (or the sphere) has minimal effect.

Can you give me some feedback as to what is going on here? My intent/expectation was for the rope to hang from the sphere in a similar manner to the sphere alone.

I've included two images. The first is the sail + sphere without the rope. The second shows the same scene after activating the rope.

In an effort to minimize variables, collisions have been disabled for all obi colliders. Both the rope and sail use the same solver.

   
   

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  Regarding Rope scene
Posted by: rohit_dhak - 09-11-2022, 10:53 AM - Forum: Obi Rope - Replies (1)

Hello All,
I am fairly new to Obi rope.
I am trying to create a scene as shown in the figure attached.

I have a couple of questions,
1. How to easily attach the ends of the rope to other objects (I cant just drag the control points to the objects).
2. The main object (at the center) is a plate with 4 speheres on the corners (multiple object body), so when I am attaching the rope to the sphere and run the game the plate just falls  while the sphere is still attached to the rope. Does it mean that I can only attach the rope to a single body object?
3. I want to control each rope separately, do I need to have separate obi solver for each rope?
4. Also I want to have the plate body hanging like in the freight lift example, however in my case the plate body just falls on the ground, How can I restrict the ropes extensions unless and until I give some control inputs to the ropes?

Sorry if the questions are too rudimentary.

Any advice or suggestion is greatly appreciated.


Thank You.



Attached Files Thumbnail(s)
   
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  cloth passthrough
Posted by: danazoid - 08-11-2022, 03:23 PM - Forum: Obi Cloth - Replies (10)

Hi, I need help with 2 issues.




In the first half of the video, the forceps stretches the skin as desired. However at some point it then passes through suddenly and unexpectedly. The second half of the video shows how it reacts to a different mesh (green large capsule)




Q1: This pass through issue improves with larger colliders on the forceps, but there is an upper limit to how big the collider can be. Is there a way to set when the particles will "tear"? I have tried using surface collisions but that does not help at all.




Q2: There does not seem to be a connection between mobile and attached particles. This causes a gap to form (more obvious in second half). Is there a way for the mobile particles remain connected to the attached particles?
Like this:    









Cloth and Solver settings

       



Thanks

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  Visual "Exception User-Unhandled" on Unity 2022.1.17f1
Posted by: bagelbaker - 07-11-2022, 03:36 PM - Forum: General - Replies (4)

Hello,

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
 

Any workaround around this?
Thanks

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  Changing rope solver constraints settings with script
Posted by: Zombie1111 - 06-11-2022, 08:45 PM - Forum: Obi Rope - Replies (1)

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.

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  Disable/Enable solver to disable simulation
Posted by: Sloppy - 05-11-2022, 03:06 PM - Forum: Obi Cloth - Replies (1)

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!

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  how to make particles not following emmiter?
Posted by: AAABBBCCC - 03-11-2022, 07:34 AM - Forum: Obi Fluid - Replies (2)

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?

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