hello,
I am using obi ropes , and using Solver_OnParticleCollision to detect there collisions
the games lags when ropes are to close to each other , can you help ?
thanks
Hello! I've gone through the steps of the Character Cloth Basics video tutorial several times, including starting fresh a few times and I cannot seem to get a good result.
I'm getting a lot of jitter. If I increase the skin radius a bit, it won't jitter as much, but it allows the knees to protrude through. I've tried various settings of the backstop and backstop radius, but I've not been successful yet.
I've remade the rig a few times. I thought maybe stretching was an issue, so I got rid of the polygons in the back, but I still get jitter.
The only way I've found to get the jitter to stop is to go to the Late Fixed Updater and set the Substeps to 1. I realize this isn't the best sim, and am hoping to figure out what the root of the issue is.
How can I get a good sim and eliminate the jitter?
I've encountered an issue with pin constraints that even occurs in the demo samples provided with the asset:
When a rigidbody with a rope attached (via a pin constraint) is deleted, the rope will suddenly attach to another rigidbody in the scene.
I'm assumed originally that when one actor is deleted, any constraints between them would automatically get deleted as well. This appears to not be the case. Not to matter, it seems relatively simple to fix this: shove some code that destroys the ObiParticleAttachment script when the m_Target it points to gets destroyed.
I'm just wondering what you'd recommend to be the best way to handle this. Some ideas I had and the concerns involved with each:
When the attachment gets created, add a simple script with OnDisable() handler that calls a delegate. Add a new method - OnTargetDisabled() - to the delegate, which is called when m_Target is disabled. Concern: While simple, it seems unnecessary and incomplete. Given that an ObiCollider is needed to make a dynamic attachment, and the ObiCollider likely already handles its own destruction or deactivation, this could be a more elegant place to handle ALL relationships between the ObiCollider and other entities.
Add code into the OnDestroy/OnDisable/OnEnable callbacks of ObiCollider (and/or ObiRigidbody) that ensure that upon its destruction or deactivation, relationships with other entities (be that via pin constraints, ObiParticleAttachment, or whatever other relationships I'm currently unaware of) are severed or suspended appropriately. Concern: Modifying unfamiliar code is always a bit risky. Plus, I'm not sure where Obi keeps track of all the relevant relationships, whether they're enumerable, or if they're stored in a way where it'd be quick and painless to find them given a ObiCollider/ObiRigidbody. Besides, ObiParticleAttachment might not be informed that the constraint it generated was removed and misbehave, and extra handling would need to take place there anyway.
I broke something and this is entirely my fault. Concern: After reviewing the diffs between the latest version of unmodified Obi and the version I'm using with my changes included, there does not appear to be any changes that would interfere with how the demo scenes work.
If I can get this working, I'd be happy to submit the code changes for inclusion in future versions. I'd imagine objects being destroyed when they have ropes attached might not be a rare occurrence in some games, and they'd likely benefit from this happening under the hood.
It looks like the renderer adds color to fluids by two sets of little blobs spread throughout the fluid that can only be a very limited amount of primary colors and blend to approximate the color you actually want the fluid to be. But instead of these blobs turning white for as you remove saturation and add lightness to the color, these colored blobs instead become more transparent until they fade away completely at FFFFFF leaving the fluid with no color of its own and only lighting, reflections, and refraction.
This is what you can see in image 1, which has the particle color in the emitter set to FFFFFF. The blueish color is coming only from reflection of the skybox. What I want is what you see in image 4 though, which is an edit of the blue fluid in image 3. I just desaturated and lightened the blue channel, and now the fluid actually has its own color and is much more opaque than what the renderer produces for a white fluid.
The only way I can bring some of the white into the fluid is by lowering the transparency of the fluid renderer as seen in image 2, which is not an option for what I'm trying to do since the white fluid needs to mix with other clear fluids, which means they need to be on the same renderer and same transparency setting. Other than that I also just much prefer the clean transparent look without the shadows, especially the dithered ones from other particles.
Is there any way to get something like image 4 from the renderer with transparency set to 1? I tried playing around with the blending modes, but I found nothing that looks the way I want. The only thing that added some opacity was using one and one / additive blending, but that seems to remove most lighting detail and makes darker fluids way too bright.
Greetings,
for the software we're developing we're finding ourselves in a situation where we need to constrain the effect of a rope, attached to a rigidbody, on another rigidbody. I made a simple diagram to illustrate the situation better (I'm not an english native speaker)
The grey sphere is where the rope attaches, and both the sphere and the red cube have rigidbody components. We want them to act in a way that, while the sphere is fully constrained in its rotations (in other words its rigidbody is frozen on all axes), the red cube is still capable of rotation on, at least, the Y axis.
We tried using constraints, but it seems that regardless of the setup the cube's rotation is frozen on all axes, much like the sphere.
Any idea on if, or how, such a rigidbody relationship can be implemented, either with proper set up constraints or by code?
I also attached the current relevant components of the cube (diverSettings) and of the rope attachment point (attachSettings)
Let's say I want to simulate a bra using ObiCloth. I would like to keep the parts that cover the breasts as close to solid as I can, simulate all the other parts (including the part that holds the two pieces together) as cloth pieces and do it all in one mesh. Is this possible? If so, how?
With the Obi 7 release coming closer, I've got a few burning questions that I need to get off my chest:
- You said some time ago that HDRP support was being held back until the Obi 7 rewrite, does this mean HDRP support is coming with Obi 7 or is development only starting after Obi 7 is done?
- Right now the fluid shader only supports multi-pass stereo rendering, is there any chance you could add single-pass support for the HDRP shader?
This is incredibly important for it to be of any real use, because Unity unfortunately has a habit of treating multi-pass as a legacy feature. In the builtin RP and URP it at least works for the most basic setup without any post processing (most importantly no AA), but in the HDRP it is broken to the point of not even being able to enter play mode. You can force Unity to build in spite of the errors, but the result will look like this:
It's fine if it doesn't perform any better than the multi-pass shader, it just needs to be compatible with single-pass rendering so you can dodge all of the catastrophic Unity issues that come with multi-pass, most of which are considered as won't fix (even if they refuse to state that directly) since they have gone completely ignored in the forums and the issue tracker for more than a year now.
All attachments are dynamic
Plug moves via Vector3.MoveTowards
and sometimes there is such a moment. What is it connected with?
This also happens when there are only two plugs.
If you tell me how, I will attach a video
First of all, I apologize for my bad english. I'm translating with Google Translate.
I create a piece of string on stage. I want to wrap around a cylindrical object.
I added obi collider to the cylinder object. In doing so, the string passes through the object.
I activate the surface collision feature, but the thread continues to pass through the object.