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Rope ignoring colliders o...
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can you remove particles ...
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ObiRope Mesh Renderer
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How to dynamically change...
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Pipeline that bends
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How to implement/sync Obi...
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Collisions don't work con...
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Can I measure the fluid pressure? |
Posted by: Bertalicious - 15-08-2022, 02:00 PM - Forum: Obi Fluid
- Replies (1)
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I haven't purchased Obi Fluid yet, as I'd like to know if it's possible to measure the amount of fluids' pressure on some objects.
For instance, if I had a balloon, and started filling it up with fluid, the balloon should expand as the liquid is being added and, at some point, pop. Let's assume I'd like to measure the amount of pressure the fluid acts on the balloon's "wall" because I'd like to determine where it should pop. The balloon could be of a generated shape, so the popping point might change depending on its structure. Or perhaps the balloon could be created using different-resistance materials, making the pressure distribution different. Would be great to be able to simulate situations like this one.
So the question is - could I do that with Obi Fluid? Furthermore, could I use Obi Softobdy in combination with Obi Fluid to achieve a balloon that reacts to that pressure as a soft body? For example, it slightly stretches if I rapidly inject fluid in a certain place. My end goal is to have deformable bodies with fluid(s) inside, which can be stretched or squished to create tears on their surfaces (and hence let the fluid(s) out in a rather explosive manner).
Thank you for your time and the great tools you've created.
Edit: Think something like Polybridge which shows which bridge elements are about to break under the vehicle(s) pressure.
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Snake wrapping |
Posted by: littleanchovy - 11-08-2022, 06:24 PM - Forum: Obi Rope
- Replies (1)
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Hey,!, i am using obi rope and i wanted to ask that. Currently i am using sneak scene and i want to wrap an object with my snake and in scripts i want to know if a sneak is currently wrapping an object.I've checked forums and documentations but unfortunately i couldnt find answers.Do you know how can i achieve this ? Also checking if head of my snake is colliding with snake's body can work i think but i couldnt make it work.
https://prnt.sc/MUdpaFSHkwP3
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Some questions & requests |
Posted by: landosilva - 04-08-2022, 10:58 PM - Forum: Obi Rope
- Replies (18)
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Hi! I've bought Obi Rope some years ago but only now I'm getting my hands on it, and I’m having some issues. I will list them below.
- How to set rope start and end position?
I’m spawning ropes at runtime and I felt like the documentation and tutorials are missing some examples on this.
What I was trying to do is to link the rope in two dynamic objects that has physics. So the attachment works but the rope is misplaced. I can’t figure out how to set the initial position of the rope’s start and end reliably. Here's the code:
public void Connect(Transform origin, Transform end)
{
_attachment1.target = origin;
_attachment2.target = end;
}
public void SetStartPosition(Vector3 position)
{
int firstParticle = _rope.elements[0].particle1;
_rope.solver.positions[firstParticle] = position;
}
public void SetLastPosition(Vector3 position)
{
int lastParticle = _rope.elements[^1].particle2;
_rope.solver.positions[lastParticle] = position;
}
So basically, I'm spawning a rope inside an existing Solver in the Scene, calling "SetStartPosition", "SetLastPosition" and "Connect" in sequence. It seems to work only right after spawning. If I need to change the link to some other object I can't set the position again it seems.
- Rope is too stretchy. How to handle that?
I don’t want my rope to stretch too much when moving my objects. I saw in the docs that I can increase the amount of substeps in the fixed updater, or decrease Unity’s fixed timestep, but I don’t think I had good results. What am I missing?
- How to reset Rope to it’s rest position?
When I assign the rope to a new position (and when it works, see 1.) it seems to come with the motion from its original position, starting with a lot of movement already, and I don’t want that. How to stop the rope’s forces and return it to the rest state?
Tried this but didn't get good results:
private void StopRope()
{
foreach (int solverIndex in _rope.solverIndices)
{
_rope.solver.velocities[solverIndex] = Vector4.zero;
_rope.solver.externalForces[solverIndex] = Vector4.zero;
}
}
- Is it possible to make it influenced by Time.timeScale?
My game is changing Time.timeScale sometimes, but it doesn’t seem to affect ropes. There is a workaround?
- ArgumentOutOfRange ObiRopeCursor.cs:169
I get this error sometimes when changing ropes length at runtime.
I think that's it for now. Any help is much appreciated.
Thanks!
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the rope is getting long |
Posted by: busraasevimm - 04-08-2022, 03:56 PM - Forum: Obi Rope
- Replies (1)
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Hi,
As a result of the oscillating movements I make, the length of the rope gets longer and when it stops, it comes back to its original length. What should I do to keep its long constant?
Thank you!
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