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Stretching verts uniforml...
Forum: Obi Softbody
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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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Controlling speed of emit...
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
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02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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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
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29-08-2025, 09:05 AM
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IndexOutOfRangeException when creating softbody blueprint |
Posted by: basan - 13-11-2022, 11:59 AM - Forum: Obi Softbody
- Replies (3)
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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)
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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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Visual "Exception User-Unhandled" on Unity 2022.1.17f1 |
Posted by: bagelbaker - 07-11-2022, 03:36 PM - Forum: General
- Replies (4)
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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)
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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)
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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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