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  How to increase stiffness on a cloth.
Posted by: balaji.v - 30-08-2022, 04:47 PM - Forum: Obi Cloth - Replies (1)

Hi,
I reduced scale of the cloth solver. Now the cloth stiffness is very low. How to increase cloth stiffness?

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  How to simulate tissue paper or squeeze paper
Posted by: balaji.v - 30-08-2022, 04:44 PM - Forum: Obi Cloth - Replies (1)

Hi, 
I am doing a tissue paper simulation. How to simulate tissue paper or squeeze paper?
Please help me on this.

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  How to reduce fluid scatter on collision
Posted by: balaji.v - 30-08-2022, 04:21 PM - Forum: Obi Fluid - Replies (1)

Hi,
I am creating tap water using obi fluid in the oculus quest. If the virtual hand model collides with water, it scatters more.
How to reduce water scatter on collision?

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  Mesh Rendermode issue.
Posted by: Cairn - 30-08-2022, 02:53 PM - Forum: Obi Cloth - Replies (5)

When editing a skinned cloth blueprint, I'm not able to use mesh rendermode for painting. Enabling it causes the 3d view to flicker with various 90s graphic designs (see image).
My meshes also for some reason import into Unity face down from blender. I know this isn't an Obi Cloth issue, but I wondered if it would be possible to rotate the mesh in the editor for easier painting.
I'm on Unity 2021.2.8f1, URP renderpipeline, macOS Monterey, macbook with AMD Radeon Pro 5500M graphics card.


   

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  Trouble using FinalIK with Obi Bone
Posted by: threex3 - 29-08-2022, 06:03 PM - Forum: Obi Rope - Replies (3)

Hi! 
I'm having some issues setting up FinalIK's CCD IK with Obi Bone. I have a pretty simple scene set up where Obi Bone works OK when CCD IK is disabled, but when it's enabled, the Obi Rope/Bone Curve is stuck in it's starting position (see screenshot).
I read about getting the script order correct so I threw a LateUpdate on the Obi Solver, but still having no luck. 
Sorry, I'm still pretty new at this  Tímido

   
   

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  Rope pulling problem
Posted by: shaylavi - 29-08-2022, 04:24 PM - Forum: Obi Rope - Replies (3)

Hello!
First thing love the asset.
Im trying to make "Spider-man web".
Im shooting a rigidbody that a rope is attached to and making it longer cursor.ChangeLength() until it reaches a wall.
When it does I "lock" the length and then the player (which is attached to the other side of the rope) gets a massive velocity change towards the shot rigidbody.
Anyway to cancel out this velocity?
Thanks

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  issue with cloth collision
Posted by: danazoid - 29-08-2022, 10:00 AM - Forum: Obi Cloth - Replies (14)

Hi, I can get collision to happen with one mesh, but with my desired mesh it is not colliding at all.

The 2 videos below are in the same scene. The Obi Solver setup is the same.


The colliders used to touch the cloth are setup in the same way, just different in size.

The mesh that works is "simpler" (vertices quite evenly spaced) and also 10x bigger than the one that doesn't.


What could be the issue? Thanks




Working  https://www.youtube.com/watch?v=1tHRgr8oNyw

Not working  https://www.youtube.com/watch?v=a5_nAQ1EU2Q




Also, if I may provide some feedback: my mesh particles were flying about and found that it was due to scaling (ie the transform scale was not 1, 1, 1). I spent some time troubleshooting this, it would have been good if the warning was in the manual somewhere...

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Pregunta Creating a bungee jumping rope
Posted by: HazarS - 27-08-2022, 09:32 PM - Forum: Obi Rope - Replies (5)

Hi everyone! I'm new with the ObiRope, and not an advanced-level game developer. 

Here is my case:
I am working on a bungee jumping game.
I've created my scene(character, platform, ObiRope, RopeBlueprint, ObiSolver, etc.) and copied the settings from the Crane sample.
Connections and rope work, but not in the way I want.
There will be 2 variables in each game level (Weight of the character and height of the platform).
According to those 2, the rope length (at the beginning) will change.

My Issues:
- When I set the rope length by using "cursor.ChangeLength", it sets if the stretching scale is 1. But in that case, the rope seems to be stretched, but it is not in the way as it is in the crane.
- If I set the stretching scale lower than 1, the rope gets shortened and I can no longer set the rope value to the value I want.
- I am trying to apply the formula I prepared for elongation and shortening. What should I do to achieve that? If it's possible with the current settings that are available on Inspector, I would try to find the best option. But, when I find a solution for a specific character weight and rope length, it doesn't apply to all the variables I have in the project. 
- Also, when the rope reaches the maximum elongation point (or I think I can say the maximum restLenght) and starts getting back, the character nearly gets to the point where it started to drop. So, I want to edit vertical damping as well. 

If you could help me with those issues, I would be so happy. Thank you so much in advance! Sonrisa

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  Multiple Clothes Mobile Performance
Posted by: RhodokSniper - 27-08-2022, 01:23 AM - Forum: Obi Cloth - Replies (8)

Hi,

We are currently using Obi Cloth on our mobile project, and having obi cloth more than 10 is seems unplayable on mobile

Clothes has 20-30 vertices right now since we had to squeeze performance but performance is not just bad when particles are intersecting or touching, its also bad when they are just free falling without touching anything

I feel like I ve done possible optimizations and just wanted to make sure if this is just too expensive for mobile or am I just missing something ? Right now I am using 3 substeps and 1 iterations on constraints and made them all sequential

I also want to ask if there is any way to prevent different cloth's particles intersecting getting inside one and other, I guess you achieve this by using surface collisions but there is also problem there since I get 10 fps on editor and weird fast jittery movement on clothes when surface collision is enabled

[Image: ObiCloth.png][Image: download.png][Image: Clothes.png]

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  Fluxy mobile settings?
Posted by: khanx078 - 26-08-2022, 08:21 AM - Forum: Obi Fluid - Replies (1)

Hello what should be the settings of fluxy for it to be performant on a low end phone? I build the sample scene for wall painting and it ran at like 10 FPS.

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