28-11-2025, 09:28 AM
(This post was last modified: 28-11-2025, 09:51 AM by josemendez.)
(28-11-2025, 08:04 AM)Tomski Wrote: I did found the reason and way to fix it, after editing rope : adding or removing points, the list on particle attachment component at some point will stop refreshing i.e. it will continue showing deleted points, and thus specifically after removing points, the "end" and "end2" points selected from the list don't exist anymore in the blueprint, and thus attachment will not work, but it throws no errors. I can fix it by selecting earlier particle groups by trial end error until getting desired effect. Removing and re-adding attachment component will not privide correct list. I.e. Attched you will find a screenshot of my setup and notice multiple "ghost" particle groups, is there a way to force that list to refresh?.
Hi!
The list of particle groups shown by the attachment in the UI is continuously refreshed - it just lists all subassets found in the rope blueprint asset (just like sprites are subassets of a texture, for instance). Refreshing the list of subassets itself is up to Unity's AssetDatabase.
So I suspect the problem is not attachments at all, but that subassets aren't getting properly serialized/saved in your blueprint for some reason. Whenever a new control point is added to the rope path, a new subasset is created using ObiActorBlueprint.InsertNewParticleGroup(). When a control point is destroyed, ObiActorBlueprint.RemoveParticleGroupAt() is called.
Could you go to your rope blueprint asset in the project and check that the blueprint lists exactly the same amount of subassets as control points are in the rope path, and that they have the same names?:
![[Image: MxhPy5o.png]](https://i.imgur.com/MxhPy5o.png)
If that's not the case, we know for sure the problem is subasset serialization and we can dig deeper in that direction.
(28-11-2025, 08:04 AM)Tomski Wrote:
"Never heard of similar behavior before, to be honest."
I have tried opening the project in 3 different unity versions one mentioned before, 6000.1.8 and 2021.3.45 I observe the issue in all of them. I am on macBook pro M2 ultra. The behaviour I observe is as if my current selection was locked. Early cmd+s will fix it for a while, but a some point only editor restart helps. I am not doing anything out of ordinary, but I do duplicate rope asset first, then duplicate the blueprint and after assigning it to the new rope I continue editing from there. I set my attachment object (equivalent to attachment peg) as childs of Obi rope object.
Just so that I get a clear picture of the issue: during this "locking", are you able to select other objects in the scene and they become highlighted but the contents of the inspector window don't change, or is it as if clicking doesn't do anything *at all*, as if the editor had frozen?
If it's the former, have you checked that your inspector isn't actually locked? (small padlock icon in the top right corner)
If it's the latter, do you get any errors on the console before/during locking? If there's a problem with control points and particle groups getting out of sync - as I suspect from your description of the issue above- this could lead to runtime issues and potential editor hangs.
(28-11-2025, 08:04 AM)Tomski Wrote:Code:Failed loading overlay "Obi Path Editor"!
System.ArgumentException: Value does not fall within the expected range.
at Obi.ObiPathEditor+PathEditorOverlay.CreatePanelContent () [0x00005] in [Redacted]/Assets/Obi/Editor/RopeAndRod/ObiPathEditor.cs:23
at UnityEditor.Overlays.Overlay.CreateContent (UnityEditor.Overlays.Layout requestedLayout) [0x00071] in /Users/bokken/build/output/unity/unity/Editor/Mono/Overlays/Overlay.cs:619
UnityEditor.DockArea:OnEnable () (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/DockArea.cs:173)
This looks like an internal error from Unity's overlay window system, which Obi uses. Should not be significant, since the overlay will be loaded again next time but will investigate it nonetheless since it's the first time I've received a similar report.
(28-11-2025, 08:04 AM)Tomski Wrote:
I'm unable to reproduce this either.
I am getting the jitter on the unmodified TangledRope example scene, on play without even touching anything, here link to screen recording from iPhone 16 Pro Max:
https://drive.google.com/file/d/1Py3iU11...sp=sharing
Just tried deploying to an iPhone X and an iPhone 14 Pro (don't own a 16) but could not reproduce this. Is this reproducible for you in the editor as well? If so, what are your project's Time settings? (ProjectSettings->Time->Fixed timestep and timescale, specifically)
(28-11-2025, 08:04 AM)Tomski Wrote:
Is there a way for me to get access to previous releases of Obi rope to try?
Yes, you can write to support(at)virtualmethodstudio.com and request previous versions. Note that versions 5.x and 6.x are significantly different to Obi 7 in regards to architecture and capabilities, but rope blueprints/attachments/particle groups work in the exact same way (they haven't been modified in a long time).
kind regards

