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		<title><![CDATA[Obi Official Forum - All Forums]]></title>
		<link>https://obi.virtualmethodstudio.com/forum/</link>
		<description><![CDATA[Obi Official Forum - https://obi.virtualmethodstudio.com/forum]]></description>
		<pubDate>Thu, 07 May 2026 09:47:35 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[How to make better rope ends]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4619.html</link>
			<pubDate>Mon, 04 May 2026 17:45:28 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5352">Mediafarm</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4619.html</guid>
			<description><![CDATA[Hi, <br />
I'm struggling a lot trying to figure this thing.<br />
As you see in the image, I attached the rope on a gameobject through obi particle attachment. In this case i'm using the dynamic type but it's the same as static.<br />
The problem is that I want the rope to continue the direction of that rope knot (that is a mesh) maybe making it rigid for a portion, now instead it's like floating.<br />
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<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2522" target="_blank" title="">Screenshot 2026-05-04 174435.png</a> (Size: 453.98 KB / Downloads: 1)
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			<content:encoded><![CDATA[Hi, <br />
I'm struggling a lot trying to figure this thing.<br />
As you see in the image, I attached the rope on a gameobject through obi particle attachment. In this case i'm using the dynamic type but it's the same as static.<br />
The problem is that I want the rope to continue the direction of that rope knot (that is a mesh) maybe making it rigid for a portion, now instead it's like floating.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2522" target="_blank" title="">Screenshot 2026-05-04 174435.png</a> (Size: 453.98 KB / Downloads: 1)
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		<item>
			<title><![CDATA[ObiFluidRendererFeature compile error]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4618.html</link>
			<pubDate>Sat, 02 May 2026 17:41:25 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5351">ruitar</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4618.html</guid>
			<description><![CDATA[Hello, <br />
<br />
Using Unity 6.4 (6000.4.2f1) and I get the following error: <br />
<br />
Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs(247,30): error CS0115: 'VolumePass.Execute(ScriptableRenderContext, ref RenderingData)': no suitable method found to override<br />
<br />
I followed instructions in <a href="https://obi.virtualmethodstudio.com/manual/7.0/setup.html" target="_blank" rel="noopener" class="mycode_url">https://obi.virtualmethodstudio.com/manu...setup.html</a> and have all the dependencies. <br />
<br />
The setup seems to work with older versions but I get the error specifically for 6.4. <br />
<br />
Would appreciate any help! Thanks.]]></description>
			<content:encoded><![CDATA[Hello, <br />
<br />
Using Unity 6.4 (6000.4.2f1) and I get the following error: <br />
<br />
Assets/Obi/Scripts/Fluid/Rendering/URP/ObiFluidRendererFeature.cs(247,30): error CS0115: 'VolumePass.Execute(ScriptableRenderContext, ref RenderingData)': no suitable method found to override<br />
<br />
I followed instructions in <a href="https://obi.virtualmethodstudio.com/manual/7.0/setup.html" target="_blank" rel="noopener" class="mycode_url">https://obi.virtualmethodstudio.com/manu...setup.html</a> and have all the dependencies. <br />
<br />
The setup seems to work with older versions but I get the error specifically for 6.4. <br />
<br />
Would appreciate any help! Thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Issues with closed loops]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4617.html</link>
			<pubDate>Sat, 02 May 2026 04:32:36 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5350">N_U_P</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4617.html</guid>
			<description><![CDATA[Hi, I have 2 issues with enabling the closed path property of my obi rope. <br />
<br />
1. The Obi Rope Extruded Renderer Material does not smoothly connect at the ends of the rope, and as a result, there is a visible gap.<br />
<br />
<img src="https://i.postimg.cc/cChwMSsc/broken-loop.png" width="200" height="200" alt="[Image: broken-loop.png]" class="mycode_img" /><br />
<br />
<br />
2. I get a very strange behavior at the connected ends of my closed rope if I shrink it too fast using the Obi Rope Cursor. The connection between the first and last particles looks "broken", and those two particles also don't get affected by gravity correctly. Instead, they "slide" downwards much slower than gravity would dictate.<br />
<br />
<img src="https://i.postimg.cc/sgQKyMfx/brokenjoint.png" width="200" height="200" alt="[Image: brokenjoint.png]" class="mycode_img" /><br />
<br />
Is there a way to fix these issues and make a rope that looks and acts more like a real loop of rope? Thank you!]]></description>
			<content:encoded><![CDATA[Hi, I have 2 issues with enabling the closed path property of my obi rope. <br />
<br />
1. The Obi Rope Extruded Renderer Material does not smoothly connect at the ends of the rope, and as a result, there is a visible gap.<br />
<br />
<img src="https://i.postimg.cc/cChwMSsc/broken-loop.png" width="200" height="200" alt="[Image: broken-loop.png]" class="mycode_img" /><br />
<br />
<br />
2. I get a very strange behavior at the connected ends of my closed rope if I shrink it too fast using the Obi Rope Cursor. The connection between the first and last particles looks "broken", and those two particles also don't get affected by gravity correctly. Instead, they "slide" downwards much slower than gravity would dictate.<br />
<br />
<img src="https://i.postimg.cc/sgQKyMfx/brokenjoint.png" width="200" height="200" alt="[Image: brokenjoint.png]" class="mycode_img" /><br />
<br />
Is there a way to fix these issues and make a rope that looks and acts more like a real loop of rope? Thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Artifacts on simulated cloth but not original mesh (something to do with normals)]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4616.html</link>
			<pubDate>Thu, 30 Apr 2026 06:54:38 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=4631">CptnFabulous</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4616.html</guid>
			<description><![CDATA[Hi,<br />
<br />
We have a system that procedurally generates cloth garments, then generates blueprints and simulates them on a virtual mannequin. One issue we’ve noticed with one of our garments is strange, dark artifacting on the bust and one of the thighs, that isn’t present on the regular mesh but appears once simulation starts. The artifacting shifts and changes when the garment is dragged (using ObiParticlePicker), which suggests it has something to do with the cloth particles’ positions and normals. The dark spots must be the shader's lighting rendering those section as in shadow.<br />
<br />
<a href="https://imgur.com/a/guUMhJg" target="_blank" rel="noopener" class="mycode_url">Pictures (I can't show too much because of NDAs)</a><br />
The first two are the problem areas, the second two are the same areas with ObiSkinnedClothRenderer disabled: (so rendering the unsimulated mesh using SkinnedMeshRenderer).<br />
<br />
<br />
<span style="font-size: small;" class="mycode_size">My theory was that the particles might be too constrained and forced to bunch up in unnatural ways, but I tried increasing the skin radius and that didn’t help (it just made the rest of the garment fall away too much). I'm not sure what else could be doing it that's specifically because of the cloth simulation. If it was because of the normals not being calculated properly, I imagine the artifacts would appear even without simulation. Any idea of what could be doing this? I tried searching but wasn't sure how to articulate the question.</span><br />
<br />
Additional details:<ul class="mycode_list"><li>Obi Cloth 7.0.3, in Unity 2022.3.62f3<br />
</li>
<li>The material’s shader uses custom code to calculate the texture, but the lighting data is default for Unity’s URP so that shouldn't be causing any weird lighting behaviour. The artifacts also occur when using the completely standard URP Lit shader, and don't appear when rendering with a shader that doesn't have any lighting code.<br />
</li>
<li>I also made a slight modification to ObiSkinnedClothBlueprint.CommitBlueprintChanges(). It ran the base function followed by an override that’s basically identical except for one different value (CreateDefaultSkinmap's 'mapBonesToParticles' bool being true instead of false), resulting in severe lag spikes when generating complex garment shapes. I modified the ObiClothBlueprint’s base function to replace the one boolean with a reference to a property that’s overridden in ObiSkinnedClothBlueprint, and deleted the override. This seems to perform the same functions with considerably better performance, but could this change be affecting the normals in some way?<br />
</li>
</ul>
Thanks!]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
We have a system that procedurally generates cloth garments, then generates blueprints and simulates them on a virtual mannequin. One issue we’ve noticed with one of our garments is strange, dark artifacting on the bust and one of the thighs, that isn’t present on the regular mesh but appears once simulation starts. The artifacting shifts and changes when the garment is dragged (using ObiParticlePicker), which suggests it has something to do with the cloth particles’ positions and normals. The dark spots must be the shader's lighting rendering those section as in shadow.<br />
<br />
<a href="https://imgur.com/a/guUMhJg" target="_blank" rel="noopener" class="mycode_url">Pictures (I can't show too much because of NDAs)</a><br />
The first two are the problem areas, the second two are the same areas with ObiSkinnedClothRenderer disabled: (so rendering the unsimulated mesh using SkinnedMeshRenderer).<br />
<br />
<br />
<span style="font-size: small;" class="mycode_size">My theory was that the particles might be too constrained and forced to bunch up in unnatural ways, but I tried increasing the skin radius and that didn’t help (it just made the rest of the garment fall away too much). I'm not sure what else could be doing it that's specifically because of the cloth simulation. If it was because of the normals not being calculated properly, I imagine the artifacts would appear even without simulation. Any idea of what could be doing this? I tried searching but wasn't sure how to articulate the question.</span><br />
<br />
Additional details:<ul class="mycode_list"><li>Obi Cloth 7.0.3, in Unity 2022.3.62f3<br />
</li>
<li>The material’s shader uses custom code to calculate the texture, but the lighting data is default for Unity’s URP so that shouldn't be causing any weird lighting behaviour. The artifacts also occur when using the completely standard URP Lit shader, and don't appear when rendering with a shader that doesn't have any lighting code.<br />
</li>
<li>I also made a slight modification to ObiSkinnedClothBlueprint.CommitBlueprintChanges(). It ran the base function followed by an override that’s basically identical except for one different value (CreateDefaultSkinmap's 'mapBonesToParticles' bool being true instead of false), resulting in severe lag spikes when generating complex garment shapes. I modified the ObiClothBlueprint’s base function to replace the one boolean with a reference to a property that’s overridden in ObiSkinnedClothBlueprint, and deleted the override. This seems to perform the same functions with considerably better performance, but could this change be affecting the normals in some way?<br />
</li>
</ul>
Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ECS Physics/Graphics Support]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4615.html</link>
			<pubDate>Thu, 23 Apr 2026 22:29:29 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=4973">Jawsarn</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4615.html</guid>
			<description><![CDATA[Hey!<br />
<br />
Wondering if there's any plans to support ECS Physics and/or ECS Graphics?<br />
Would be great not to have to add a GO per entity for those we want to add Oi Colliders to, and also if we can keep the rendering on ECS side.]]></description>
			<content:encoded><![CDATA[Hey!<br />
<br />
Wondering if there's any plans to support ECS Physics and/or ECS Graphics?<br />
Would be great not to have to add a GO per entity for those we want to add Oi Colliders to, and also if we can keep the rendering on ECS side.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Any upcoming Softbody sales planned?]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4614.html</link>
			<pubDate>Wed, 22 Apr 2026 16:19:30 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5346">Youxi</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4614.html</guid>
			<description><![CDATA[Just wondering <img src="https://obi.virtualmethodstudio.com/forum/images/smilies/smile.png" alt="Sonrisa" title="Sonrisa" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[Just wondering <img src="https://obi.virtualmethodstudio.com/forum/images/smilies/smile.png" alt="Sonrisa" title="Sonrisa" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Memory Leak - AccumulateTransmissionURP.shader]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4613.html</link>
			<pubDate>Mon, 20 Apr 2026 22:47:28 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5345">Egate</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4613.html</guid>
			<description><![CDATA[Im seeing millions of un-destroyed instances of materials when playtesting called "Hidden/AccumulateTransmissionURP" around 1.9kb each - possibly related to the AccumulateTransmissionURP.shader. <br />
<br />
Frame debugger shows nothing using this shader. <br />
<br />
Memory profiler shows: <br />
Shortest Path To Root shows "ROOT: Material "Hidden/AccumulatedTransmissionURP"<br />
Referenced by: empty<br />
References TO: Shader "Hidden/AccumulatedTransmissionURP"<br />
<br />
<br />
Oddly this bug is only apparent when testing on PC. If i test a build on android this leak does not happen. <br />
<br />
Im unsure of how to continue diagnosing this. Anyone have any advice?<br />
<br />
Thanks and Thank you for the great physics package!]]></description>
			<content:encoded><![CDATA[Im seeing millions of un-destroyed instances of materials when playtesting called "Hidden/AccumulateTransmissionURP" around 1.9kb each - possibly related to the AccumulateTransmissionURP.shader. <br />
<br />
Frame debugger shows nothing using this shader. <br />
<br />
Memory profiler shows: <br />
Shortest Path To Root shows "ROOT: Material "Hidden/AccumulatedTransmissionURP"<br />
Referenced by: empty<br />
References TO: Shader "Hidden/AccumulatedTransmissionURP"<br />
<br />
<br />
Oddly this bug is only apparent when testing on PC. If i test a build on android this leak does not happen. <br />
<br />
Im unsure of how to continue diagnosing this. Anyone have any advice?<br />
<br />
Thanks and Thank you for the great physics package!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Deleting collider invalidates collider id in ObiPinConstraintsBatch.colliderIndices]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4612.html</link>
			<pubDate>Fri, 17 Apr 2026 11:20:22 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5342">nicity</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4612.html</guid>
			<description><![CDATA[Hello,<br />
Our upcoming game uses Obi 6.5.4. It is co-op game with two players that are connected via tether and also both players have controllable whip, all three objects are ObiRopes.<br />
Both players have ObiColliders with PinConstraint for both ends of the tether.<br />
On the scene we have some attachable objects with ObiCollider that are dynamically spawned for limited time, with Enable / Disable calls.<br />
<br />
From time to time we observe index out of bounds in <span style="color: #d0d0d0;" class="mycode_color"><span style="color: #e1bfff;" class="mycode_color">PinConstraintsBatchJob.<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #39cc9b;" class="mycode_color">Execute</span></span></span></span>.<br />
Locally we added validation of colliderIndex wrt shapes array bounds. <br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #6c95eb;" class="mycode_color">if </span><span style="color: #bdbdbd;" class="mycode_color">(colliderIndex &lt; </span><span style="color: #ed94c0;" class="mycode_color">0 </span><span style="color: #bdbdbd;" class="mycode_color">|| colliderIndex &gt;= </span><span style="color: #66c3cc;" class="mycode_color">shapes</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Length</span><span style="color: #bdbdbd;" class="mycode_color">)<br />
</span><span style="color: #bdbdbd;" class="mycode_color">{<br />
</span>    <span style="color: #787878;" class="mycode_color">UnityEngine.</span><span style="color: #c191ff;" class="mycode_color">Debug</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #39cc9b;" class="mycode_color">LogError</span><span style="color: #bdbdbd;" class="mycode_color">(</span><span style="color: #c9a26d;" class="mycode_color">&#36;"Collider index </span><span style="color: #bdbdbd;" class="mycode_color">{colliderIndex}</span><span style="color: #c9a26d;" class="mycode_color"> is out of range of '</span><span style="color: #bdbdbd;" class="mycode_color">{</span><span style="color: #66c3cc;" class="mycode_color">shapes</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Length</span><span style="color: #bdbdbd;" class="mycode_color">}</span><span style="color: #c9a26d;" class="mycode_color">' Length at </span><span style="color: #bdbdbd;" class="mycode_color">{i}</span><span style="color: #c9a26d;" class="mycode_color">"</span><span style="color: #bdbdbd;" class="mycode_color">);<br />
</span>    <span style="color: #6c95eb;" class="mycode_color">continue</span><span style="color: #bdbdbd;" class="mycode_color">;<br />
</span><span style="color: #bdbdbd;" class="mycode_color">}<br />
</span></span><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">After fixing couple of issues on our side due to attaching whip to invalid objects (colliderIndex == -1) we started (rarely) observe of colliderIndex being beyond shapes.Length.<br />
</span></span></span>After extensive tracking down we found that invalidation of colliders in ObiColliderWorld.DestroyCollider may change collider index that is used in <span style="color: #d0d0d0;" class="mycode_color"><span style="color: #c191ff;" class="mycode_color">ObiPinConstraintsBatch </span></span>and possibly in other places.<br />
This situation happens for us for ObiColliders in players and their ids are near the <span style="color: #d0d0d0;" class="mycode_color"><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Count</span></span> <br />
Invalidation of another collider will take collider at the end of colliderHandles and insert it to the invalidated collider place changing its index. <br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #6c95eb;" class="mycode_color">int </span><span style="color: #bdbdbd;" class="mycode_color">index = handle.</span><span style="color: #66c3cc;" class="mycode_color">index</span><span style="color: #bdbdbd;" class="mycode_color">;<br />
</span><span style="color: #6c95eb;" class="mycode_color">int </span><span style="color: #bdbdbd;" class="mycode_color">lastIndex = </span><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Count </span><span style="color: #bdbdbd;" class="mycode_color">- </span><span style="color: #ed94c0;" class="mycode_color">1</span><span style="color: #bdbdbd;" class="mycode_color">;</span></span><br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #85c46c;" class="mycode_color"><span style="font-style: italic;" class="mycode_i"><span style="color: #d0d0d0;" class="mycode_color"><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #39cc9b;" class="mycode_color">Swap</span><span style="color: #bdbdbd;" class="mycode_color">(index, lastIndex);</span></span><br />
</span></span><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">[index].</span><span style="color: #66c3cc;" class="mycode_color">index </span><span style="color: #bdbdbd;" class="mycode_color">= index;</span></span><br />
<br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">ObiPinConstraintBatch will still use old collider id that will more than shapes.Length in <span style="color: #e1bfff;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">PinConstraintsBatchJob</span></span></span></span></span></span><br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #bdbdbd;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">For what I see in the sources of ObiRope 7.1 the problem can also happen there.</span></span></span></span></span><br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #bdbdbd;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">I'd appreciate ideas how to address the issue easy and cleanly.</span></span></span></span></span>]]></description>
			<content:encoded><![CDATA[Hello,<br />
Our upcoming game uses Obi 6.5.4. It is co-op game with two players that are connected via tether and also both players have controllable whip, all three objects are ObiRopes.<br />
Both players have ObiColliders with PinConstraint for both ends of the tether.<br />
On the scene we have some attachable objects with ObiCollider that are dynamically spawned for limited time, with Enable / Disable calls.<br />
<br />
From time to time we observe index out of bounds in <span style="color: #d0d0d0;" class="mycode_color"><span style="color: #e1bfff;" class="mycode_color">PinConstraintsBatchJob.<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #39cc9b;" class="mycode_color">Execute</span></span></span></span>.<br />
Locally we added validation of colliderIndex wrt shapes array bounds. <br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #6c95eb;" class="mycode_color">if </span><span style="color: #bdbdbd;" class="mycode_color">(colliderIndex &lt; </span><span style="color: #ed94c0;" class="mycode_color">0 </span><span style="color: #bdbdbd;" class="mycode_color">|| colliderIndex &gt;= </span><span style="color: #66c3cc;" class="mycode_color">shapes</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Length</span><span style="color: #bdbdbd;" class="mycode_color">)<br />
</span><span style="color: #bdbdbd;" class="mycode_color">{<br />
</span>    <span style="color: #787878;" class="mycode_color">UnityEngine.</span><span style="color: #c191ff;" class="mycode_color">Debug</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #39cc9b;" class="mycode_color">LogError</span><span style="color: #bdbdbd;" class="mycode_color">(</span><span style="color: #c9a26d;" class="mycode_color">&#36;"Collider index </span><span style="color: #bdbdbd;" class="mycode_color">{colliderIndex}</span><span style="color: #c9a26d;" class="mycode_color"> is out of range of '</span><span style="color: #bdbdbd;" class="mycode_color">{</span><span style="color: #66c3cc;" class="mycode_color">shapes</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Length</span><span style="color: #bdbdbd;" class="mycode_color">}</span><span style="color: #c9a26d;" class="mycode_color">' Length at </span><span style="color: #bdbdbd;" class="mycode_color">{i}</span><span style="color: #c9a26d;" class="mycode_color">"</span><span style="color: #bdbdbd;" class="mycode_color">);<br />
</span>    <span style="color: #6c95eb;" class="mycode_color">continue</span><span style="color: #bdbdbd;" class="mycode_color">;<br />
</span><span style="color: #bdbdbd;" class="mycode_color">}<br />
</span></span><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">After fixing couple of issues on our side due to attaching whip to invalid objects (colliderIndex == -1) we started (rarely) observe of colliderIndex being beyond shapes.Length.<br />
</span></span></span>After extensive tracking down we found that invalidation of colliders in ObiColliderWorld.DestroyCollider may change collider index that is used in <span style="color: #d0d0d0;" class="mycode_color"><span style="color: #c191ff;" class="mycode_color">ObiPinConstraintsBatch </span></span>and possibly in other places.<br />
This situation happens for us for ObiColliders in players and their ids are near the <span style="color: #d0d0d0;" class="mycode_color"><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Count</span></span> <br />
Invalidation of another collider will take collider at the end of colliderHandles and insert it to the invalidated collider place changing its index. <br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #6c95eb;" class="mycode_color">int </span><span style="color: #bdbdbd;" class="mycode_color">index = handle.</span><span style="color: #66c3cc;" class="mycode_color">index</span><span style="color: #bdbdbd;" class="mycode_color">;<br />
</span><span style="color: #6c95eb;" class="mycode_color">int </span><span style="color: #bdbdbd;" class="mycode_color">lastIndex = </span><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #66c3cc;" class="mycode_color">Count </span><span style="color: #bdbdbd;" class="mycode_color">- </span><span style="color: #ed94c0;" class="mycode_color">1</span><span style="color: #bdbdbd;" class="mycode_color">;</span></span><br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #85c46c;" class="mycode_color"><span style="font-style: italic;" class="mycode_i"><span style="color: #d0d0d0;" class="mycode_color"><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">.</span><span style="color: #39cc9b;" class="mycode_color">Swap</span><span style="color: #bdbdbd;" class="mycode_color">(index, lastIndex);</span></span><br />
</span></span><span style="color: #66c3cc;" class="mycode_color">colliderHandles</span><span style="color: #bdbdbd;" class="mycode_color">[index].</span><span style="color: #66c3cc;" class="mycode_color">index </span><span style="color: #bdbdbd;" class="mycode_color">= index;</span></span><br />
<br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">ObiPinConstraintBatch will still use old collider id that will more than shapes.Length in <span style="color: #e1bfff;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">PinConstraintsBatchJob</span></span></span></span></span></span><br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #bdbdbd;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">For what I see in the sources of ObiRope 7.1 the problem can also happen there.</span></span></span></span></span><br />
<span style="color: #d0d0d0;" class="mycode_color"><span style="color: #bdbdbd;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">I'd appreciate ideas how to address the issue easy and cleanly.</span></span></span></span></span>]]></content:encoded>
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		<item>
			<title><![CDATA[Spawn obi rope with scripted transform and attachment]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4611.html</link>
			<pubDate>Fri, 17 Apr 2026 05:32:08 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5341">anxis</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4611.html</guid>
			<description><![CDATA[Hi, I'm making a game based on the same core idea as <span style="font-style: italic;" class="mycode_i">Chained Together</span>. I spawn my players at runtime, and with that in mind, I also spawn a prefab that contains a solver and a rope. Then I attach the start of the rope to Player 1 and the end to Player 2.<br />
This part works well the rope is correctly attach but its placement is completely off.<br />
So I'm wondering do I need to change the way I manage this system, or is there a way to adjust the rope path via scripting?]]></description>
			<content:encoded><![CDATA[Hi, I'm making a game based on the same core idea as <span style="font-style: italic;" class="mycode_i">Chained Together</span>. I spawn my players at runtime, and with that in mind, I also spawn a prefab that contains a solver and a rope. Then I attach the start of the rope to Player 1 and the end to Player 2.<br />
This part works well the rope is correctly attach but its placement is completely off.<br />
So I'm wondering do I need to change the way I manage this system, or is there a way to adjust the rope path via scripting?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help with water in a bottle.]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4610.html</link>
			<pubDate>Thu, 16 Apr 2026 21:33:43 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5340">Watson89</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4610.html</guid>
			<description><![CDATA[I need help with water inside a bottle. I’m using HDRP, and I’m trying to create water in a bottle. I already have my own bottle model, and I set everything up following the example from the demo scene with the bottle.<br />
However, the water immediately explodes outward and that’s it, it doesn’t stay inside the bottle at all. The water in the demo bottle works perfectly, but in my bottle it doesn’t, even though I followed the same steps.<br />
Maybe I’m doing something wrong? I can send my bottle model if needed. Please help.]]></description>
			<content:encoded><![CDATA[I need help with water inside a bottle. I’m using HDRP, and I’m trying to create water in a bottle. I already have my own bottle model, and I set everything up following the example from the demo scene with the bottle.<br />
However, the water immediately explodes outward and that’s it, it doesn’t stay inside the bottle at all. The water in the demo bottle works perfectly, but in my bottle it doesn’t, even though I followed the same steps.<br />
Maybe I’m doing something wrong? I can send my bottle model if needed. Please help.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Erro en el Script de ObiFluidRenderer]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4609.html</link>
			<pubDate>Tue, 14 Apr 2026 21:24:09 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=4654">d38u993r</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4609.html</guid>
			<description><![CDATA[El problema es que <span style="color: black;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: sans-serif,;" class="mycode_font">usando Obi Fluid en Unity 6.4 (6.000.4.0f1) no puedo ejecutar ninguna escena de ejemplo esto debido a que obtengo errores de consola en un Script que pertenece a Obi Fluid</span></span></span><br />
<br />
<br />
<br />
Este son los errores que muestra<br />
<br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/QMpRS78v/error-consola.png" alt="[Image: error-consola.png]" class="mycode_img" /></a><br />
<br />
buscando dentro de Obi Fluid veo que es el siguiente Script  ObiFluidRenderFeature.cs. aquí no se si deba de mostrar el otro icono # que es con el que se identifican los archivos scripts ecritos en C #<br />
<a href="https://i.postimg.cc/PqmBKDXF/Assets-proyecto.png" target="_blank" rel="noopener" class="mycode_url">[/url][url=https://postimages.org/]<img src="https://i.postimg.cc/PqmBKDXF/Assets-proyecto.png" alt="[Image: Assets-proyecto.png]" class="mycode_img" /></a><br />
<br />
si lo selecciono en el inspector se ve así<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/KYndQTGH/script-properties.png" alt="[Image: script-properties.png]" class="mycode_img" /></a><br />
<br />
Ahora si abro el archivo para ver mejor el código fuente, vemos que no encuentra esos métodos. esos son lo que están causando el Error<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/MGyhtB64/script.png" alt="[Image: script.png]" class="mycode_img" /></a><br />
<br />
<br />
<br />
Ahora si entro a la otra carpeta <span style="font-weight: bold;" class="mycode_b">RemderBatches </span>vemos que el Script se muestra con el icono que debe de llevar y no el otro icono del archivo que está mal.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/mrQ0V9Lp/script-correcto.png" alt="[Image: script-correcto.png]" class="mycode_img" /></a><br />
<br />
<br />
al igual que en el inspector se ve claro su código, esto sin la necesidad de abrir el código para poderlo visualizar correctamente<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/1zpLMFmW/script-correcto-inspector.png" alt="[Image: script-correcto-inspector.png]" class="mycode_img" /><br />
<br />
<br />
</a>esta es la segunda vez que cargo Obi Fluid en otra computadora (del trabajo) y me sale el mismo error que en la computadora (de la casa) donde tengo el proyecyo.<br />
<br />
en el del trabajo intente con otro proyecto que solo tiene un cubo y un plano.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2517" target="_blank" title="">error_consola.png</a> (Size: 50.85 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2518" target="_blank" title="">Assets_proyecto.png</a> (Size: 28.51 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2519" target="_blank" title="">script.png</a> (Size: 139.08 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2520" target="_blank" title="">script_properties.png</a> (Size: 231.08 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2521" target="_blank" title="">script_correcto.png</a> (Size: 22.76 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[El problema es que <span style="color: black;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: sans-serif,;" class="mycode_font">usando Obi Fluid en Unity 6.4 (6.000.4.0f1) no puedo ejecutar ninguna escena de ejemplo esto debido a que obtengo errores de consola en un Script que pertenece a Obi Fluid</span></span></span><br />
<br />
<br />
<br />
Este son los errores que muestra<br />
<br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/QMpRS78v/error-consola.png" alt="[Image: error-consola.png]" class="mycode_img" /></a><br />
<br />
buscando dentro de Obi Fluid veo que es el siguiente Script  ObiFluidRenderFeature.cs. aquí no se si deba de mostrar el otro icono # que es con el que se identifican los archivos scripts ecritos en C #<br />
<a href="https://i.postimg.cc/PqmBKDXF/Assets-proyecto.png" target="_blank" rel="noopener" class="mycode_url">[/url][url=https://postimages.org/]<img src="https://i.postimg.cc/PqmBKDXF/Assets-proyecto.png" alt="[Image: Assets-proyecto.png]" class="mycode_img" /></a><br />
<br />
si lo selecciono en el inspector se ve así<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/KYndQTGH/script-properties.png" alt="[Image: script-properties.png]" class="mycode_img" /></a><br />
<br />
Ahora si abro el archivo para ver mejor el código fuente, vemos que no encuentra esos métodos. esos son lo que están causando el Error<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/MGyhtB64/script.png" alt="[Image: script.png]" class="mycode_img" /></a><br />
<br />
<br />
<br />
Ahora si entro a la otra carpeta <span style="font-weight: bold;" class="mycode_b">RemderBatches </span>vemos que el Script se muestra con el icono que debe de llevar y no el otro icono del archivo que está mal.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/mrQ0V9Lp/script-correcto.png" alt="[Image: script-correcto.png]" class="mycode_img" /></a><br />
<br />
<br />
al igual que en el inspector se ve claro su código, esto sin la necesidad de abrir el código para poderlo visualizar correctamente<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/1zpLMFmW/script-correcto-inspector.png" alt="[Image: script-correcto-inspector.png]" class="mycode_img" /><br />
<br />
<br />
</a>esta es la segunda vez que cargo Obi Fluid en otra computadora (del trabajo) y me sale el mismo error que en la computadora (de la casa) donde tengo el proyecyo.<br />
<br />
en el del trabajo intente con otro proyecto que solo tiene un cubo y un plano.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2517" target="_blank" title="">error_consola.png</a> (Size: 50.85 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2518" target="_blank" title="">Assets_proyecto.png</a> (Size: 28.51 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2519" target="_blank" title="">script.png</a> (Size: 139.08 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2520" target="_blank" title="">script_properties.png</a> (Size: 231.08 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2521" target="_blank" title="">script_correcto.png</a> (Size: 22.76 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[Collider World Bug]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4608.html</link>
			<pubDate>Thu, 09 Apr 2026 13:45:42 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5168">Qriva0</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4608.html</guid>
			<description><![CDATA[Hi, for convenience I moved Obi from Assets to local package and from that moment I encountered very strange bug, I am still not sure if this has been caused by pure random chance because script execution order changed after moving them, or I modified my scene, but in any case there is bug in collider world.<br />
<br />
Observation - when new prefab is instantiated into scene (and old one is removed), then for some reason ObiColliders are not registered properly and in result there is no collision with them, unless reenabled.<br />
<br />
Investigation - it looks like collider world is destroyed (and also solver implementation and everything else) when there are no colliders to manage. However it does not take into account colliders that should be added during next update. I think that Collider becomes enabled so it registers itself in collision world, but because other collider become destroyed/disabled, then it runs various checks, including DestroyIfUnused() and because number of colliders drops to zero it gets destroyed, but it does not care that there are colliders waiting to be registered! Also actor needs to be reset and is disabled for split of second so Teardown() is called and whole simulation dropped for no reason.<br />
<br />
Is adding additional check 'collidersToAdd.Count == 0' in the if statement below valid way to fix this problem?<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>private void DestroyIfUnused()<br />
{<br />
    // when there is no data and no implementations, the world gets destroyed.<br />
    // don't check materialHandles.Count == 0, as these are scriptable objects and may outlive the world.<br />
    if (colliderHandles.Count == 0 &amp;&amp;<br />
        rigidbodyHandles.Count == 0 &amp;&amp;<br />
        forceZoneHandles.Count == 0 &amp;&amp;<br />
        implementations.Count == 0)<br />
<br />
        Destroy();<br />
}</code></div></div>]]></description>
			<content:encoded><![CDATA[Hi, for convenience I moved Obi from Assets to local package and from that moment I encountered very strange bug, I am still not sure if this has been caused by pure random chance because script execution order changed after moving them, or I modified my scene, but in any case there is bug in collider world.<br />
<br />
Observation - when new prefab is instantiated into scene (and old one is removed), then for some reason ObiColliders are not registered properly and in result there is no collision with them, unless reenabled.<br />
<br />
Investigation - it looks like collider world is destroyed (and also solver implementation and everything else) when there are no colliders to manage. However it does not take into account colliders that should be added during next update. I think that Collider becomes enabled so it registers itself in collision world, but because other collider become destroyed/disabled, then it runs various checks, including DestroyIfUnused() and because number of colliders drops to zero it gets destroyed, but it does not care that there are colliders waiting to be registered! Also actor needs to be reset and is disabled for split of second so Teardown() is called and whole simulation dropped for no reason.<br />
<br />
Is adding additional check 'collidersToAdd.Count == 0' in the if statement below valid way to fix this problem?<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>private void DestroyIfUnused()<br />
{<br />
    // when there is no data and no implementations, the world gets destroyed.<br />
    // don't check materialHandles.Count == 0, as these are scriptable objects and may outlive the world.<br />
    if (colliderHandles.Count == 0 &amp;&amp;<br />
        rigidbodyHandles.Count == 0 &amp;&amp;<br />
        forceZoneHandles.Count == 0 &amp;&amp;<br />
        implementations.Count == 0)<br />
<br />
        Destroy();<br />
}</code></div></div>]]></content:encoded>
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		<item>
			<title><![CDATA[Connectivity Particle Binding]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4607.html</link>
			<pubDate>Thu, 02 Apr 2026 16:44:54 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5292">Eritar</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4607.html</guid>
			<description><![CDATA[Hi!<br />
<br />
Is there any way to make Particle Binding limited to vertex connectivity? <br />
For example, if my character has close by geometry, like fat folds on a belly, or structure similar to brain or corals, is there an easy way to limit binding to connected geometry, so one particle may bind to a single closest fat fold, for example?<br />
<br />
<div style="text-align: left;" class="mycode_align">Also I greatly appreciate all your help along the forum posts, but I don't want to spam you with "Thanks, that worked!" messages.</div>
<div style="text-align: left;" class="mycode_align">Thank you very much!</div>]]></description>
			<content:encoded><![CDATA[Hi!<br />
<br />
Is there any way to make Particle Binding limited to vertex connectivity? <br />
For example, if my character has close by geometry, like fat folds on a belly, or structure similar to brain or corals, is there an easy way to limit binding to connected geometry, so one particle may bind to a single closest fat fold, for example?<br />
<br />
<div style="text-align: left;" class="mycode_align">Also I greatly appreciate all your help along the forum posts, but I don't want to spam you with "Thanks, that worked!" messages.</div>
<div style="text-align: left;" class="mycode_align">Thank you very much!</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Better method to change rod shape]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4606.html</link>
			<pubDate>Wed, 01 Apr 2026 10:44:46 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5168">Qriva0</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4606.html</guid>
			<description><![CDATA[Hi, I wonder if there is better way to keep rod shape (other than ObiBendTwistConstraintsBatch) without breaking physics too much.<br />
I change shape of the rod to make it bend an it works, but final behaviour is not exactly "right".<br />
The thing is that moving, pulling elastic rod makes everything very soft, forces do not propagate well, it's like pushing soft spaghetti. Keeping shape work in similar way, it the rod is stiff it bends very fast to target shape, but making it softer results in very slow "lerp like" change of rotation.<br />
<br />
The thing is I want my rod to be overall soft enough, but at the same time change shape reasonably fast. On top of that I want to avoid situation where huge rigidity force the rod to break constraints, for example see image below. If rod changes shape with colliders around, it has no idea that the bend I set is not possible to do and the whole thing shakes, explodes, or is at least very unstable. <br />
I made system that moves bending slower and checks if lambdas in constraint are not too big, but it's clunky, I don't like my implementation. What else can be done?<br />
<br />
<!-- start: postbit_attachments_attachment -->
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<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2511" target="_blank" title="">rod_bend.png</a> (Size: 5.77 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi, I wonder if there is better way to keep rod shape (other than ObiBendTwistConstraintsBatch) without breaking physics too much.<br />
I change shape of the rod to make it bend an it works, but final behaviour is not exactly "right".<br />
The thing is that moving, pulling elastic rod makes everything very soft, forces do not propagate well, it's like pushing soft spaghetti. Keeping shape work in similar way, it the rod is stiff it bends very fast to target shape, but making it softer results in very slow "lerp like" change of rotation.<br />
<br />
The thing is I want my rod to be overall soft enough, but at the same time change shape reasonably fast. On top of that I want to avoid situation where huge rigidity force the rod to break constraints, for example see image below. If rod changes shape with colliders around, it has no idea that the bend I set is not possible to do and the whole thing shakes, explodes, or is at least very unstable. <br />
I made system that moves bending slower and checks if lambdas in constraint are not too big, but it's clunky, I don't like my implementation. What else can be done?<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2511" target="_blank" title="">rod_bend.png</a> (Size: 5.77 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Obi Rod collision causing weird stretching behavior]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4605.html</link>
			<pubDate>Fri, 27 Mar 2026 17:54:44 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5323">violinviolin19</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4605.html</guid>
			<description><![CDATA[I'm working on making something akin to a catheter or endoscope in VR that should have some flex when colliding against an object but shouldn't crazily deform and should always return to rest position after colliding. When grabbing the catheter and pushing it against a cube, despite my ObiRod blueprint being set to "Keep Initial Shape," I'm experiencing odd collision behavior that can be seen in the attached video. Does anyone have advice on how to modify the solver, blueprint, or rod so that it has my desired rigidity with mild flex and no odd collision behavior?<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/OohPwplEox4" frameborder="0" allowfullscreen></iframe>]]></description>
			<content:encoded><![CDATA[I'm working on making something akin to a catheter or endoscope in VR that should have some flex when colliding against an object but shouldn't crazily deform and should always return to rest position after colliding. When grabbing the catheter and pushing it against a cube, despite my ObiRod blueprint being set to "Keep Initial Shape," I'm experiencing odd collision behavior that can be seen in the attached video. Does anyone have advice on how to modify the solver, blueprint, or rod so that it has my desired rigidity with mild flex and no odd collision behavior?<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/OohPwplEox4" frameborder="0" allowfullscreen></iframe>]]></content:encoded>
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