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can you remove particles ...
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ObiRope Mesh Renderer
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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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Force Zone apply differen...
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How to increase emission flow? |
Posted by: bobby - 21-07-2022, 09:19 PM - Forum: Obi Fluid
- Replies (1)
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Hello there,
I know that I can increase the area of the emitter shape or increase the emitter "Speed" parameter to increase the flow of water. But what if I want to let more particles flow out per second keeping the same shape and also without increasing the velocity with which they are emitted?
Do I have to create several emitters in the same place?
Thanks,
bobby
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DLL conflict on Focus 3 builds with libc++_shared.so |
Posted by: Dan_Luminous - 19-07-2022, 09:26 AM - Forum: Obi Rope
- Replies (10)
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Hi.
We are working with Obi rope in XR contexts so have to support multiple VR devices. Obi Rope has been great for the Oculus and we'd love to keep using it with HTC Focus 3.
The problem is that the libc++_shared.so DLL collides with one that's used by the HTC android platform, breaking the build.
Do you know a workaround or deconflicting method that would allow us to keep using it without having to roll our own inferior rope system? Any input at all is much appreciated.
- Dan
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Custom gravity |
Posted by: KaanOzcelik - 18-07-2022, 04:41 PM - Forum: Obi Cloth
- Replies (1)
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Am I able to give custom gravity to different clothes under the same solver? Or do I absolutely have to use a separate solver to put my actors inside when I want them to be simulated differently for this?
Also, is using different solvers and exchanging actors between them impactful on performance? My game is for mobile platforms, and I need it to be as optimized as possible.
Thanks in advance!
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Warnings on scene Play |
Posted by: Romahaaa - 17-07-2022, 05:41 AM - Forum: General
- Replies (2)
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Hi,
Some new warnings started to appear on hit Play in Editor. I didn't open that scene with Obi Rope in it for a long time, and probably I had update Collections or Jobs since last time using Obi.
I assume these packages updates are the reason, but I didn't find any info in manual and here in the forum what packages versions are suitable to a specific Obi version. Would be very useful to know it
I am using Obi 6.2 currently.
Here is the warning message:
Code: Compilation was requested for method `Unity.Jobs.IJobExtensions+JobStruct`1[[Obi.ConstraintSorter+CountSortPerFirstParticleJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintSorter+CountSortPerFirstParticleJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code.
Code: Compilation was requested for method `Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[Obi.ConstraintSorter+SortSubArraysJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintSorter+SortSubArraysJob`1[[Obi.BurstContact, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code
Code: Compilation was requested for method `Unity.Jobs.IJobExtensions+JobStruct`1[[Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.ContactProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.ContactProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code.
Code: Compilation was requested for method `Unity.Jobs.IJobExtensions+JobStruct`1[[Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.FluidInteractionProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Obi.ConstraintBatcher+BatchContactsJob`1[[Obi.FluidInteractionProvider, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]&, Obi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)` but it is not a known Burst entry point. This may be because the [BurstCompile] method is defined in a generic class, and the generic class is not instantiated with concrete types anywhere in your code.
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2D Triangle collider? |
Posted by: bobby - 17-07-2022, 02:55 AM - Forum: Obi Fluid
- Replies (5)
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Hi there,
I'm simulating fluid in 2D mode, and I would like to make a triangle collider. Is there any way to do that? I tried the Edge Collider 2D but it seems like it doesn't work very well.
Bobby
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