Hi. I'm encountering some issues when trying to collide my softbody mesh with rigidbody meshes. Here is a demo:
You can see, after a few collisions, my rigidbody mesh can get inside of my softbody mesh.
Collider settings on my rigidbody mesh:
Few things I've tried to mitigate this issue:
- Tuning the ObiSolver (using parallel eval. and adding iterations)
- Adding a distance field to the Obi Collider
both did not work.
Would love to get a better understanding on why this happens and what causes this issue.
Hello! So I've started to dive into Obi Rope and the features are awesome. The grappling hook scene is close to exactly what I need for my game. However, I've noticed one issue that I am having some issues resolving. Within the Obi Rope grappling hook sample scene when I shoot the rope, it extends as normal, however upon reaching a certain distance the rope stops appearing to extend, but in the background I believe it is still extending because after a short period of time the rope is visually drawn to the screen and the rope anchors to the object I have clicked on, however the rope slingshots my character in a way that it doesn't seem it should. To reproduce, try moving a cube to the very edge of the screen within the sample scene and attempt to hook to it. I was wondering if any else ran into this issue and knows how to solve it in a way so that my character hooks to the object without this odd slingshot effect and visual issue. Thanks in advance!
been trying out obi rope for the entire day now and facing a lot of difficulties (as seems to be normal when new to it if I understand from this forum here :-)).
One issue is: I set up a rope in a test project (actually modified the fire hose sample by removing the pump script which I do not need). Everything looked quite nice in the test project. The I turned it into a prefab and imported it to an existing project: The problem: in this project, the rope (hose) is not affected by gravity, it just stays up in the air where it is.
I am not super sure if this is even an obi rope specific question but since it is not a rigidbody I am somehow lost and do not have an idea where to look for a solution. So please apologize in case this might be super off-topic.
I feel like this is a really basic question, but having issues getting it to work.
I'm working on a personal project about sailing, and using Obi cloth + rope to handle the, well, cloth and rope.
I'm having good results, but have been unable to get multiple ropes to work as desired. I can copy a rope any number of times, but editing the spline will reflect the changes to all other ropes that it was copied from. If I create a new rope with a new blueprint, it appears to work, but when running any obi particle attachments are seemingly ignored, and the rope will fall through the scene and cause everything to explode.
I'm currently working around this by altering rope lengths/positions after runtime, but this feels cumbersome -- and I'm sure I'm missing something pretty basic. Essentially I want multiple ropes that have identical blueprints/solvers, but varying lengths and positions.
Pic shows the idea. All the ropes behave identically, but have different lengths and particle attachment points, been unable to set this up pre runtime.
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?
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?
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?