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Ladder made by Ropes (Rat...
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  Can I measure the fluid pressure?
Posted by: Bertalicious - 15-08-2022, 02:00 PM - Forum: Obi Fluid - Replies (1)

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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  Fluid flickering if rendered together
Posted by: schromercy - 15-08-2022, 09:08 AM - Forum: Obi Fluid - No Replies

Hi Obi team,
I make a test scene where there are 2 fluid emitters, strangely one of the fluid emitter are flickering
Sample video can be seen here: flickering video

When i tried to disable the other emitter, leaving only 1 emitters active the flickering issue are gone
Sample video can be seen here: flickering gone after disable other emitter video

Here are the sample project i used to generate the issue, hope it helps: sample project link
How should we fix the flickering issue?

Thanks in advance!

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  Gaps between rope and attached colliders
Posted by: kebab_traume - 15-08-2022, 08:59 AM - Forum: Obi Rope - Replies (3)

Hi! Need help with a few things. First - how to avoid those gaps which sometimes appear when a rope and attached collider are in contact with another collider (there are some attached screenshots). I haven't had such an issue in previous projects but here I'm strugglyng a lot. And another question is how to make ends of a wire behave like a wire (here I have multimeters test leads and wires're not so flexible near the lead). That is similar to audiocable implementation. I saw one thread on a unity forum and one of the guys was writing about scripting particles and making them static. Not sure I understood right. Thank you!



Attached Files Thumbnail(s)
           
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Información Obi rope self-collision detection
Posted by: serhatisbilir - 12-08-2022, 12:34 PM - Forum: Obi Rope - Replies (4)

Hi, I'm using current latest version of Obi Rope and I want to find simplest way to detect self-collision but unfortunately I can't do it. Is there a solution I missed?

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  Snake wrapping
Posted by: littleanchovy - 11-08-2022, 06:24 PM - Forum: Obi Rope - Replies (1)

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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  Obi Rope Wave Effect
Posted by: NorkQ - 11-08-2022, 05:48 PM - Forum: Obi Rope - Replies (3)

Hi,
I am using a water pipe visual in my game. When the player touch the screen, a flow effect should play on pipe. It will not be a continuous flow. Just tapping will advance a single wave from start to finish. Can you help me for this visual ? 

Thanks.

[Image: o53r1h6.png]

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  Rod not following attachment correctly
Posted by: iamthehone - 10-08-2022, 05:12 PM - Forum: Obi Rope - Replies (1)

Hi there!

I have the same problem as someone here

http://obi.virtualmethodstudio.com/forum...attachment

on Obi 6.4, using Rod.

I've moved the accumulatedTime line to top of the Update, and the rod end still doesn't follow the rigidbody correctly. I've tried with and without interpolation enabled on both obi rod and the rigidbody.

Here is the gif

https://imgur.com/a/EwcaYFQ


Code:
private void Update()
{
accumulatedTime += Time.deltaTime;

ObiProfiler.EnableProfiler();
Interpolate(Time.fixedDeltaTime, accumulatedTime);
ObiProfiler.DisableProfiler();
}

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  Some questions & requests
Posted by: landosilva - 04-08-2022, 10:58 PM - Forum: Obi Rope - Replies (18)

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.

  1. 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.

  2. 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?

  3. 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;
        }
    }

  4. 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?

  5. 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)

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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  Collider Thickness set to 0, but liquid won't touch the walls
Posted by: Drengodr - 01-08-2022, 05:38 PM - Forum: Obi Fluid - Replies (1)

[Image: DkN8Nfd]
[Image: VXtaVW5]
(Not sure if inserting the images worked, so here are the links: https://imgur.com/VXtaVW5 https://imgur.com/HwNbGdf)
I have attached a picture in order to show what I mean. The drinking glass has a mesh collider and an obi collider, and the thickness is set to 0. Setting it negative makes the fluid fall right through the glass, and setting it higher causes the fluid to be pushed out of the glass or not enter it in the first place. It's possible the error has something to do with the collider settings, but I can't say for sure as I'm still fairly new to Obi Fluid. Any help would be much appreciated! Thanks!

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