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Pregunta Obi rope constant distance Between Particles
Posted by: Peniok - 21-06-2022, 10:08 AM - Forum: General - Replies (1)

It is possible to completely remove the tension (so that there is always the same tension between all their particles). Just in the stretching settings there are only parameters for the rope to try to shrink or stretch, and that's a little wrong
Has Obi Rope something like Min/Max Particle Distance

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  1fps, error with burst
Posted by: MonsterJoe - 20-06-2022, 12:54 PM - Forum: Obi Fluid - Replies (4)

Hi,

having some trouble with low fps and burst compilation.

I am running on 2021.3.1f1, Burst 1.7.2 and keep getting 4 of these warnings:

> 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.

And the simulations then run at about 1fps (i7, 64 gb ram, RTX 3060)

Anything I do here?

Edit: Tried the raclette example with Oni back end, it's equally slow

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  Texture Painting With ObiFluid
Posted by: sinannsekerr - 20-06-2022, 12:40 AM - Forum: Obi Fluid - Replies (1)

Hello!

i need your ideas about making my game.

can obi fluid paint texture? or how can i do something like that? any small idea can help!

https://www.tiktok.com/@nnursema/video/7..._webapp=v1

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  Turning cloth object into a perfect static rectangle
Posted by: KaanOzcelik - 17-06-2022, 10:36 AM - Forum: Obi Cloth - Replies (3)

I need to turn my cloth object into a regular rectangle shape, much like a plane. I don't want to destroy the cloth and instantiate a new object in its place to do this. How can I do it?

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  I need to access the transform of a specific particle group
Posted by: KaanOzcelik - 16-06-2022, 10:39 AM - Forum: Obi Cloth - Replies (2)

I need to access a particle group set in the blueprint in runtime, attach it to a transform created at the position of the group and move the transform to my desired position. How can I do it?

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  Wrapping rope not working in URP
Posted by: Navvv - 15-06-2022, 09:09 AM - Forum: Obi Rope - Replies (3)

I'm trying to wrap a rope around a pole in URP. It is passing through the pole still even after I have attached the wrappable script to the pole. All other settings are correct also, so not sure if it is because I am in URP?

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  Use to simulate a hose in 3thr person
Posted by: claudius - 14-06-2022, 09:19 PM - Forum: Obi Rope - Replies (7)

Hello, i have a question.

I am creating a farming game and i want to add the posibility to character get equiped with a hose, there is posible to simulate this with ubi rope?

y tried the demos included in the asset, but i don't know  wicth can help to do that

can you guide me?


Thanks


Claudio

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  Performance tips
Posted by: josemendez - 09-06-2022, 09:06 AM - Forum: Announcements - No Replies

Hi all!

I've added a performance tips section in the manual:
http://obi.virtualmethodstudio.com/manua...etips.html

If you're struggling with performance (or even if you aren't!) these might be helpful. As always if you have any feedback, it is most welcome! Sonrisa

kind regards,

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  Best way to make a whip
Posted by: wohoyefe - 08-06-2022, 05:49 PM - Forum: Obi Rope - Replies (2)

Hi everyone, I'm new here and only just started with Obi Rope.

I saw online that a few people managed to create a whip with Obi Rope but I couldn't find enough specific information on how they achieved it. I had a go at it myself with just a rope with 4 control points. I connected the first two control points to each other and gave each a mass of 10. The third control point has a mass of 5 and the final (at the tip) has a mass of 0.1

It sort of works but then I created a melee weapon with GameKitController and now it works a bit less Sonrisa Especially when picking up the weapon, the tip just flings around crazy. So I wanted to check if anyone can give me advice on how to best create a whip. Do you think it's best to use a rope or a rod? Or both? I feel like what would be good is if I could use a rope and progressively reduce the stiffness from one control point to the next, but I didn't see an option for that, which is why I tried the mass instead.

My whip doesn't need to do anything other than "whipping" through the air, meaning, it doesn't need to collide with anything or wrap around stuff. It's just a visual object that's all. The damage to the enemy is applied simply by triggering the melee attack itself, so it doesn't even matter if the whip actually hits an object or not.

Here's a video of my slightly failed attempt number one Sonrisa Thanks everyone

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  Question about Tearable Cloth Blueprint
Posted by: snowtv - 07-06-2022, 08:48 PM - Forum: Obi Cloth - Replies (1)

Hello,

I'd like to know that when Obi is creating the tearable blueprint for a piece of mesh, is it guaranteed that for each particle, there will be at least one distance constraint where that particle is the first of the two particles stored in the data structure array?

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