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  How to increase emission flow?
Posted by: bobby - 21-07-2022, 09:19 PM - Forum: Obi Fluid - Replies (1)

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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  Obi Fluid flicker after setting particles life to 0
Posted by: CumaliSAH1N - 20-07-2022, 12:52 PM - Forum: Obi Fluid - Replies (7)

Hi, when I set a particles life to 0 fluid flickers is there any way to prevent this? 
Here is the video recording.

Also how can i make sure fluid is renderer in only 1 camera? Because currently I have 2 cameras in the scene 1 for 3d the other for ui fluid gets rendered in both.
I sort of fixed this by rotating the ui camera 90 degrees but I would like to know if there is another way. 

Thanks in advance.



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  Why doesn't my model have soft features
Posted by: max88889999 - 20-07-2022, 10:25 AM - Forum: Obi Softbody - Replies (10)

Excuse me

Why doesn't my model have soft features

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  communicate Obi rope with OVR grabber of Oculus quest
Posted by: iromano - 19-07-2022, 07:55 PM - Forum: Obi Rope - Replies (1)

Hi, is there any way I can communicate Obi rope with other scripts, in case the obi is teared appart?

Otherwise, can I constraint the movement of the OVR grabber of Oculus quest, when the obi particles get too stretched?

Thank you

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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)

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)

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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  Why can't display models with bones
Posted by: max88889999 - 17-07-2022, 07:51 PM - Forum: Obi Softbody - Replies (2)

Why can't display models with bones

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  Warnings on scene Play
Posted by: Romahaaa - 17-07-2022, 05:41 AM - Forum: General - Replies (2)

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)

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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Triste Fluid in a beaker [Burst]
Posted by: shemtomke - 15-07-2022, 03:40 PM - Forum: Obi Fluid - Replies (8)

Hello, for the past week I've been trying to render a fluid in a beaker using the voxel mesh component though the fluid ends up forming a ball from this picture below. 

[Image 1] : https://ibb.co/rZzjT3p

I also had some problems setting the fluid to stop it from emitting every time (When emitting it falls down rather than staying inside the beaker). Just wanted it stable inside the beaker to make it realistic in such a way when I want to pick up the beaker the fluid is able to move or have physics like in real life when you pick up a glass of water.

I am not sure if this was the right way but I set the damping to 1 and the fluid did not fall though I don't know if this will affect the fluid later on when trying to mix with another beaker. 

Hopefully, I get some feedback/help.

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