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Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
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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
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 699
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,467
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 484
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,333
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Pinning rope particles on collision |
Posted by: Spartan190 - 28-09-2022, 07:47 PM - Forum: Obi Rope
- Replies (2)
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Hi there,
I'm currently working with the ropes and want to have it completly stick on collision. I already have code to detect collision and create the Pin constraint but I'm still having several issues with it.
Setting the stickiness value of the collision material to one just makes the rope go crazy around the mesh so I'm using the pin constraints. When all particles of the ropes collided with the collider I want all of them to stay in place and don't even need any physics calculation for it. But I haven't found on how do achieve that yet. I've also noticed that even though there is a pin constraint the rope doesn't really stick and slips off the collider just falling to the ground or there is some particles that are supposed to stick but still fly around.
What I do right now in the code is that I use the OnCollision callback and add a Pin constraint (like in the documentation). The problem is if I have multiple ropes the performance drops quickly so I try to check if all particles already have a pin constraint and then just skip the whole collision detection.
But from what I see is that I have to iterate over all contact points which grows a lot with the mesh collider and the amount ropes with the particles (each rope has about 8 particles). For me it feels like I iterate over every contact even those that are not part of the rope.
If you need more information please let me know.
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Updaters causes crash on loading scene |
Posted by: gaydiriguppak - 21-09-2022, 12:25 PM - Forum: Obi Rope
- Replies (4)
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Hi,
First of all, I'm really impressed by this asset and the support you give to people.
When I open a scene by clicking on it and playing it, there is no problem. When I load an empty scene with code there is no problem. But when I reload the same scene or load any other scene with Obi Rope in them, Unity hard crashes and I cannot see the cause of the error. I've tried several things and realized when I deactivate Obi Fixed Updater and Obi Late Fixed Updater, crashing stops and I can load scenes from code.
I have 6 scenes. Each 6 scene has 2 solvers. First solver has a Fixed Updater and the second solver has a late fixed updater. First solver has almost 80 ropes in it with the same blueprint. Second solver has 6 ropes in it with a second same blueprint.
Fixed updater and late fixed updater components are added to the first solver.
Unity crashes when I load one of these 6 scenes from code but not when I click and play.
Thank you for this great asset and I hope you can help.
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Obi Bone FinalIk setup |
Posted by: Eivind Andvig - 19-09-2022, 10:20 AM - Forum: Obi Rope
- Replies (2)
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Hi,
Question about finalIk and Obi bone with fixed updater. I saw in another tread how to make Obi bone work with FinalIk. This was recommended when scripting solvers: http://obi.virtualmethodstudio.com/manua...olver.html
Issue is that we tried it this way and for some reason now while the hair bones whit Obi bone setup will work with Final Ik and Lookats the head bone is not working, so the hair turns in the right direction with lookats, but not the head. Any idea why?
Best,
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ObiSolver orientations return 0,0,0,0 |
Posted by: lacasrac - 18-09-2022, 12:31 PM - Forum: Obi Rope
- Replies (1)
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the position is return the correct Vector3:
Code: var ropeParticleUpPosition = _solverPosition + rope.solver.positions[upChainParticleIndex].ToVector3();
but if I want to get the rotation:
Code: var ropeParticleUpRotation = rope.solver.orientations[upChainParticleIndex];
that returns allways 0,0,0,1, also eulerAngles return 0,0,0
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Changing rope length ugly when we use chains |
Posted by: lacasrac - 18-09-2022, 12:05 PM - Forum: Obi Rope
- Replies (4)
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When we use rope, we cannot see what happening, but when I use chains, it will be very ugly.
Can you help me how to change it to simulate a better visualization?
Here is my code
Code: public void ChangeLength(float speed) {
//ezt update-ben kell meghivni
if (isLengthChangable) {
if (_obiRopeCursor == null) {
_obiRopeCursor = gameObject.AddComponent<ObiRopeCursor>();
_obiRopeCursor.cursorMu = .1f; //feletol
_obiRopeCursor.sourceMu = .1f;
_obiRopeCursor.direction = true;
}
_obiRopeCursor.ChangeLength(rope.restLength + speed * Time.deltaTime);
}
}
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Fluid Creation help |
Posted by: m.mokhtar89 - 17-09-2022, 03:43 PM - Forum: Obi Fluid
- Replies (4)
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Hi people, hope you all are well.
I am going to pay for the OBI unity asset, and i have checked the documentation.
I have a question about creating a cup filled with liquid to be used for VR game, i couldn't figure out how to do that in the documentation.
All what i found is to create emitter to provide liquid flow.
If i have the cup and liquid as mesh objects (as attached image), how can i turn the liquid mesh to be a liquid, so when the scene starts
the liquid simulated stable in the cup, so i can interacting with VR controllers to simulate liquid moving.
I really need to know if i can do that with obi before pay for it.
Thanks in Advance
Ref Image:
https://drive.google.com/file/d/1e9BGLjp...sp=sharing
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