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  Cloth Folding
Posted by: obitwokenobi - 04-10-2022, 09:27 PM - Forum: Obi Cloth - Replies (3)

Hello, I am thinking about changing over from unity cloth to Obi Cloth.
I hope to use Obi Cloth and later Rope for the "classic" sail cloth use case.

I think it should all work, but one thing I could not find any info about, except here on the forum where the founder has said that Obi Cloth cannot be scaled.

With Unity Cloth, scaling the transform will actually fold(albeit awkwardly) the cloth. Is it possible to simply fold an Obi Cloth the same way?

Say I have a square sail cloth hanging down.
I want to pull the bottom particles up (1 fold)and then I want to pull the middle particles up(second fold) and then pull up the particles between middle and top for the final (third fold).
Best case scenario(what im trying to achieve): The sail looks packed up and not catching any wind.

First off is it possible to modify particles like that at run time? And second is it possible to set this up for a ship with 30 sails? And finally have you ever tested how many sails can be simulated at once? Would you think 200 sails(outlier max case in my game) is performant maybe I can set the simulation iterations to 2 instead of 1 as I saw in your YT tutorial thats the main "performance slider" for obi cloth.


Thanks a lot!
 I hope these assets can bring my game to life! I already have a lot of work done and a build demo but with Unity Cloth it just isnt it right now.

Cheers

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  Obi Rope on a 3d object
Posted by: Xameal - 02-10-2022, 05:59 PM - Forum: Obi Rope - Replies (1)

Hello,

I would like to know if it is possible to apply flexible attributes to a 3D Unity object with the Obi Rope asset?

I have a realistic 3D object, but it is rigid, while in life it is flexible.
Is it possible to use the Obi Rope asset, and using different means, make my object flexible and manipulate it?

If yes, could you explain me how, redirect me to explanations or tutorial videos?

Thanks in advance,
Sincerely, Xameal.

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  Draw custom spiral
Posted by: lacasrac - 02-10-2022, 09:58 AM - Forum: Obi Rope - Replies (1)

How I can draw a spiral on the rope? 
Like this:

https://encrypted-tbn0.gstatic.com/image...Q&usqp=CAU

How to use custom shaders with the rope? Is there any sample?

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  Setting linear velocity of a kinematic body is not supported
Posted by: bagelbaker - 30-09-2022, 08:35 PM - Forum: General - Replies (5)

Hello,

We are currently in the process of upgrading our project from Unity 2020.3.26f1 to Unity 2022.1.17f1

We get spammed by this message

Quote:Setting linear velocity of a kinematic body is not supported.
UnityEngine.Rigidbody:set_velocity (UnityEngine.Vector3)
Obi.ObiRigidbody:UpdateKinematicVelocities (single) (at Assets/Obi/Scripts/Common/Collisions/ObiRigidbody.cs:34)
Obi.ObiRigidbody:UpdateIfNeeded (single) (at Assets/Obi/Scripts/Common/Collisions/ObiRigidbody.cs:47)
Obi.ObiColliderWorld:UpdateRigidbodies (System.Collections.Generic.List`1<Obi.ObiSolver>,single) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:378)
Obi.ObiUpdater:BeginStep (single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:55)
Obi.ObiFixedUpdater:FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:46)


and this one

Quote:Setting angular velocity of a kinematic body is not supported.
UnityEngine.Rigidbody:set_angularVelocity (UnityEngine.Vector3)
Obi.ObiRigidbody:UpdateKinematicVelocities (single) (at Assets/Obi/Scripts/Common/Collisions/ObiRigidbody.cs:38)
Obi.ObiRigidbody:UpdateIfNeeded (single) (at Assets/Obi/Scripts/Common/Collisions/ObiRigidbody.cs:47)
Obi.ObiColliderWorld:UpdateRigidbodies (System.Collections.Generic.List`1<Obi.ObiSolver>,single) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:378)
Obi.ObiUpdater:BeginStep (single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:55)
Obi.ObiFixedUpdater:FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:46)


Upon investigation, we saw this message from a Unity dev https://forum.unity.com/threads/kinemati...st-7822350
and also noted that they added this line in the 2022.1 docs (last line at the bottom)
Quote:Additionally, setting the linear velocity of a kinematic rigidbody is not allowed and will have no effect.

The obi code actually checks if the body is Kinematic before setting the velocity and angularVelocity.

We'll comment this code out since it's not suppose to affect anything.

Is this code suppose to be useful or is it obsolete?

Cheers

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  Particles not coming at corners and edges.
Posted by: balaji.v - 29-09-2022, 09:55 AM - Forum: Obi Cloth - Replies (3)

Hi,
I am generating obi cloth for small square shape mesh. The particles are not coming at the edges and corners of the mesh.
So I can't able to attach the cloth to another object. Please help to solve this.

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  Shader Error when building project.
Posted by: atracktiv - 28-09-2022, 11:05 PM - Forum: Obi Rope - Replies (5)

Hi,

I'm using URP with OBI Rope, but I'm getting the well know Shader errors.
What could it be ?

See screenshot : http://tools.quadbyte.net/snap/Unity_sYu1pmaPFZ.png

Thanks in advance for your precious help.

Code:
Shader error in 'Obi/URP/Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)


Shader error in 'Obi/URP/Simple Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)

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  Pinning rope particles on collision
Posted by: Spartan190 - 28-09-2022, 07:47 PM - Forum: Obi Rope - Replies (2)

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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  I can't make a solid rope, it always breaks. Help.
Posted by: acaremre - 27-09-2022, 11:35 AM - Forum: Obi Rope - Replies (1)

I have a project that I will use completely rope mechanics and I am just at the beginning of the road. What I have to do is make a rope that doesn't go through anything, like a solid and unbreakable thick rope. Can you help me ?
Attached is the video of the problem I am having, I am sharing it in the link.
https://streamable.com/hh98nr

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  Updaters causes crash on loading scene
Posted by: gaydiriguppak - 21-09-2022, 12:25 PM - Forum: Obi Rope - Replies (4)

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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Pregunta Detecting collision of two ropes
Posted by: KaanOzcelik - 20-09-2022, 01:55 PM - Forum: Obi Rope - Replies (1)

I want to detect if two rope objects are colliding with each other via script. How can I achieve this? Do I need to have colliders and obi colliders in my actor objects? Or can I detect particle collisions? I couldn't get OnParticleCollision to work by the way.

Thank you very much in advance!

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