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	<channel>
		<title><![CDATA[Obi Official Forum - General]]></title>
		<link>https://obi.virtualmethodstudio.com/forum/</link>
		<description><![CDATA[Obi Official Forum - https://obi.virtualmethodstudio.com/forum]]></description>
		<pubDate>Wed, 11 Nov 2026 04:36:31 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[VR Meta Quest Lag issue]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4659.html</link>
			<pubDate>Wed, 30 Sep 2026 16:29:11 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5391">kodkuce</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4659.html</guid>
			<description><![CDATA[So i am making a game and i want to simulate a usb cable. So i created a rope and added on both sides a  VR Grabbable game object with Particle attachments.<br />
So when something hits USB connector it moves nice with cable, but my issue now is when i move the cable with controller/hands it lags behind, i tried changing<br />
to Synchronous Fixed mode and setting interpolation to none but it did not help.<br />
<br />
i found this old <a href="https://obi.virtualmethodstudio.com/forum/thread-3883-post-14323.html" target="_blank" rel="noopener" class="mycode_url">thread</a> where it says to use LateFixedUpdate, that sounds similar to this S.Fixed but like i say it does not fix it for me. Should i try to downgrade<br />
to version 6 so i can try LateFixedUpdate? Any other solution? I wasted full day trying to fix this]]></description>
			<content:encoded><![CDATA[So i am making a game and i want to simulate a usb cable. So i created a rope and added on both sides a  VR Grabbable game object with Particle attachments.<br />
So when something hits USB connector it moves nice with cable, but my issue now is when i move the cable with controller/hands it lags behind, i tried changing<br />
to Synchronous Fixed mode and setting interpolation to none but it did not help.<br />
<br />
i found this old <a href="https://obi.virtualmethodstudio.com/forum/thread-3883-post-14323.html" target="_blank" rel="noopener" class="mycode_url">thread</a> where it says to use LateFixedUpdate, that sounds similar to this S.Fixed but like i say it does not fix it for me. Should i try to downgrade<br />
to version 6 so i can try LateFixedUpdate? Any other solution? I wasted full day trying to fix this]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[designing a tubular structure with compression]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4645.html</link>
			<pubDate>Tue, 01 Sep 2026 07:57:49 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5379">godwinferin</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4645.html</guid>
			<description><![CDATA[Hi, I am working on making a tubular structure which can be squashed, stretched, twisted etc..... I've tried to make one using cloth physics, the problem there is that it cant revert back to it its original shape and it collapses, I want logic which can retain back to its original shape, supports compression, cutting/tearing, allows internal collisions and lets objects pass through it. open for any suggestions as I am a beginner.]]></description>
			<content:encoded><![CDATA[Hi, I am working on making a tubular structure which can be squashed, stretched, twisted etc..... I've tried to make one using cloth physics, the problem there is that it cant revert back to it its original shape and it collapses, I want logic which can retain back to its original shape, supports compression, cutting/tearing, allows internal collisions and lets objects pass through it. open for any suggestions as I am a beginner.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BurstColliderWorld makes scene dirty all the time]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4637.html</link>
			<pubDate>Mon, 27 Jul 2026 15:52:13 +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-4637.html</guid>
			<description><![CDATA[BurstColliderWorld is recreated, reordered and it makes scene dirty all the time. <br />
This is quite annoying when commiting changes in git, so it would be great if that did not happen. Maybe hide flags could help?]]></description>
			<content:encoded><![CDATA[BurstColliderWorld is recreated, reordered and it makes scene dirty all the time. <br />
This is quite annoying when commiting changes in git, so it would be great if that did not happen. Maybe hide flags could help?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GetInstanceID obsolete, can't update to 6.5]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4634.html</link>
			<pubDate>Fri, 17 Jul 2026 20:23:02 +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-4634.html</guid>
			<description><![CDATA[As title, a bunch of usage of GetInstanceID that now throws error, we can't update to latest supported and recommended unity version (6.5).]]></description>
			<content:encoded><![CDATA[As title, a bunch of usage of GetInstanceID that now throws error, we can't update to latest supported and recommended unity version (6.5).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Triggers and raycasting SDF]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4620.html</link>
			<pubDate>Fri, 08 May 2026 17:20:38 +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-4620.html</guid>
			<description><![CDATA[Hi, I have some SDF object and I want to know if actor is inside that SDF, but I don't need to know normals, position or anything else, just if actor/particles overlap with SDF.<br />
I can see in docs that there is example with custom gravity force zone, so I guess I just need to enable isTrigger in unity collider, however I guess this is not optimized in anyway and "contacts" are still generated.<br />
<br />
1. Is that the best way to detect object inside some custom zone (trigger collider with SDF)?<br />
2. Is there other way / option to optimize those without much effort?<br />
3. Is it possible to raycast obi SDF? There is option to query particles, but it would be nice to raycast colliders without need of mesh collider.<br />
4. In additon I wonder if there are performance benefits of reusing distance field (besides memory). I assume it needs to find octant and that is main thing to do, assuming bounding boxes overlap and collision layers match. So I guess if there are tow SDF's with the same or slightly different set of nodes there is no much difference.]]></description>
			<content:encoded><![CDATA[Hi, I have some SDF object and I want to know if actor is inside that SDF, but I don't need to know normals, position or anything else, just if actor/particles overlap with SDF.<br />
I can see in docs that there is example with custom gravity force zone, so I guess I just need to enable isTrigger in unity collider, however I guess this is not optimized in anyway and "contacts" are still generated.<br />
<br />
1. Is that the best way to detect object inside some custom zone (trigger collider with SDF)?<br />
2. Is there other way / option to optimize those without much effort?<br />
3. Is it possible to raycast obi SDF? There is option to query particles, but it would be nice to raycast colliders without need of mesh collider.<br />
4. In additon I wonder if there are performance benefits of reusing distance field (besides memory). I assume it needs to find octant and that is main thing to do, assuming bounding boxes overlap and collision layers match. So I guess if there are tow SDF's with the same or slightly different set of nodes there is no much difference.]]></content:encoded>
		</item>
		<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[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[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>
		</item>
		<item>
			<title><![CDATA[Inquiry About Future Updates And About Tuanjie Asset Store]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4601.html</link>
			<pubDate>Thu, 19 Mar 2026 17:40:51 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=3714">tecnnt</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4601.html</guid>
			<description><![CDATA[Hello,<br />
﻿<br />
I recently learned from Unity's official announcement that, by the end of this month, all overseas resources will no longer be accessible to developers in mainland China.<br />
﻿<br />
I truly enjoy using your assets and have greatly benefited from them in my projects. However, I’m concerned about how I can continue to receive updates or access your resources after this change takes effect. Could you kindly advise on how to proceed? For instance, will there be alternative platforms or methods to obtain updates for your assets moving forward?<br />
﻿<br />
Thank you for your time and support. I really appreciate your work and hope to continue using your resources in the future.<br />
﻿<br />
Looking forward to your reply.]]></description>
			<content:encoded><![CDATA[Hello,<br />
﻿<br />
I recently learned from Unity's official announcement that, by the end of this month, all overseas resources will no longer be accessible to developers in mainland China.<br />
﻿<br />
I truly enjoy using your assets and have greatly benefited from them in my projects. However, I’m concerned about how I can continue to receive updates or access your resources after this change takes effect. Could you kindly advise on how to proceed? For instance, will there be alternative platforms or methods to obtain updates for your assets moving forward?<br />
﻿<br />
Thank you for your time and support. I really appreciate your work and hope to continue using your resources in the future.<br />
﻿<br />
Looking forward to your reply.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Non destructive blueprint regeneration]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4600.html</link>
			<pubDate>Fri, 06 Mar 2026 10:03:13 +0100</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-4600.html</guid>
			<description><![CDATA[Hi, <a href="https://obi.virtualmethodstudio.com/forum/thread-4596.html" target="_blank" rel="noopener" class="mycode_url">this</a> thread mentioned destructive nature of blueprint generation, I noticed too that iteration based on mesh changes is really slow because of this, adding one vertex to softbody or cloth requires regeneration.<br />
<br />
My proposition is to add feature to map existing data to newly generated particles.<br />
To be precise, there would be checkbox next to "Generate" button (or button dropdown similar to lightmap bake) and this mode would keep old blueprint data cached, then after generation it mapsnew particles to old one by finding the closest particle. So things like weight, radius, groups would be copied from previous setup. Also groups - it would keep groups, but replace indices with new one that fit previous positions. In this case adding single vertex to mesh would require minimal changes, if any. In case of meshes with similar surface (but different density of particles) the same would apply, because 99% of data would fit previous setup.<br />
<br />
This is not critical feature, but I think it would sagnificantly help many users and make iterations way shorter.]]></description>
			<content:encoded><![CDATA[Hi, <a href="https://obi.virtualmethodstudio.com/forum/thread-4596.html" target="_blank" rel="noopener" class="mycode_url">this</a> thread mentioned destructive nature of blueprint generation, I noticed too that iteration based on mesh changes is really slow because of this, adding one vertex to softbody or cloth requires regeneration.<br />
<br />
My proposition is to add feature to map existing data to newly generated particles.<br />
To be precise, there would be checkbox next to "Generate" button (or button dropdown similar to lightmap bake) and this mode would keep old blueprint data cached, then after generation it mapsnew particles to old one by finding the closest particle. So things like weight, radius, groups would be copied from previous setup. Also groups - it would keep groups, but replace indices with new one that fit previous positions. In this case adding single vertex to mesh would require minimal changes, if any. In case of meshes with similar surface (but different density of particles) the same would apply, because 99% of data would fit previous setup.<br />
<br />
This is not critical feature, but I think it would sagnificantly help many users and make iterations way shorter.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Burst job schedule overhead]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4595.html</link>
			<pubDate>Fri, 20 Feb 2026 16:00:08 +0100</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-4595.html</guid>
			<description><![CDATA[Hi, I noticed huge overhead coming from scheduling jobs and I have got several questions.<br />
First of all I am aware that pushing many large job structs is slow and waking up threads is not free, however I did not expect such a big performance difference.<br />
You can see profiler snapshot of obi simulation scheduling, single frame has 20 substeps and for testing purposes I added callback with job handle to schedule custom job (small blue bottom column).<br />
<br />
Observations:<br />
1. Each following substep is longer. For example the first call takes ~0.01ms, while the last one is ~0.1ms. This is huge difference, especially for jobs like particle collision where most of update is taken by them (0.4ms single substep!).<br />
2. Using ScheduleByRef helps a bit, but I think for my custom jobs it's maybe 20% and what is more important I can't see wh huge job structs like friction can take small fraction of frame, while scheduling my job takes several times more time even if it's smaller.<br />
3. I expected that changing Parallel to IJobFor would give me huge boost because it does not need to wake up everything, but it's not true.<br />
4. Calling JobHandle.ScheduleBatchedJobs(); does not change anything, or I can't see visible difference.<br />
<br />
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<br />
In short I fail to see what exactly is causing that and on top of that Iam worried about obi8 - if I write custom constraint I guess it will be the same, so writing like 2-3 custom scripts going to kill the frame rate.]]></description>
			<content:encoded><![CDATA[Hi, I noticed huge overhead coming from scheduling jobs and I have got several questions.<br />
First of all I am aware that pushing many large job structs is slow and waking up threads is not free, however I did not expect such a big performance difference.<br />
You can see profiler snapshot of obi simulation scheduling, single frame has 20 substeps and for testing purposes I added callback with job handle to schedule custom job (small blue bottom column).<br />
<br />
Observations:<br />
1. Each following substep is longer. For example the first call takes ~0.01ms, while the last one is ~0.1ms. This is huge difference, especially for jobs like particle collision where most of update is taken by them (0.4ms single substep!).<br />
2. Using ScheduleByRef helps a bit, but I think for my custom jobs it's maybe 20% and what is more important I can't see wh huge job structs like friction can take small fraction of frame, while scheduling my job takes several times more time even if it's smaller.<br />
3. I expected that changing Parallel to IJobFor would give me huge boost because it does not need to wake up everything, but it's not true.<br />
4. Calling JobHandle.ScheduleBatchedJobs(); does not change anything, or I can't see visible difference.<br />
<br />
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<br /><!-- start: attachment_icon -->
<img src="https://obi.virtualmethodstudio.com/forum/images/attachtypes/image.png" title="Imagen PNG" border="0" alt=".png" />
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<br />
In short I fail to see what exactly is causing that and on top of that Iam worried about obi8 - if I write custom constraint I guess it will be the same, so writing like 2-3 custom scripts going to kill the frame rate.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Managing dynamic constraints]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4582.html</link>
			<pubDate>Tue, 23 Dec 2025 10:40:40 +0100</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-4582.html</guid>
			<description><![CDATA[Hi, I have several questions about creating constraints during runtime.<br />
As far as I know constraints are stored in blueprints or directly in actor (pin).<br />
Then those constraints are pushed to solver and copy is created and merged in solver.<br />
<br />
There is mechanism to make constraints dirty, this causes constraints tobe rebuilt, by taking all actors constraints, however what about stitch constraints?<br />
I can't see them stored in actors or blueprints, so is there only runtime representation? What if I marked stitch constraints as dirty, would that mean that all stitch constraints are cleared and cannot be rebuilt, because there is no blueprint/actor (original) copy?<br />
<br />
Also what if I wanted to create some pin constraints during runtime via custom script and modify offsets every step? I want to avoid making constraints dirty every frame, but at the same time it does make sense to modify actor copy in case it's rebuilt, so should I modify both? How can I diffrentiate my own batch from all other solver batches to avoid dirtying?]]></description>
			<content:encoded><![CDATA[Hi, I have several questions about creating constraints during runtime.<br />
As far as I know constraints are stored in blueprints or directly in actor (pin).<br />
Then those constraints are pushed to solver and copy is created and merged in solver.<br />
<br />
There is mechanism to make constraints dirty, this causes constraints tobe rebuilt, by taking all actors constraints, however what about stitch constraints?<br />
I can't see them stored in actors or blueprints, so is there only runtime representation? What if I marked stitch constraints as dirty, would that mean that all stitch constraints are cleared and cannot be rebuilt, because there is no blueprint/actor (original) copy?<br />
<br />
Also what if I wanted to create some pin constraints during runtime via custom script and modify offsets every step? I want to avoid making constraints dirty every frame, but at the same time it does make sense to modify actor copy in case it's rebuilt, so should I modify both? How can I diffrentiate my own batch from all other solver batches to avoid dirtying?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Distance field default offset]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4570.html</link>
			<pubDate>Thu, 13 Nov 2025 15:59:39 +0100</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-4570.html</guid>
			<description><![CDATA[Piece of small feedback - obi SDF adds padding equal to 0.2f during generation, I think it might be wise to make into some parameter or global setting, because for meshes with small scale 0.2 is huge, while for big mesh it's very small constant and it affects result when mesh is open, on edge etc.]]></description>
			<content:encoded><![CDATA[Piece of small feedback - obi SDF adds padding equal to 0.2f during generation, I think it might be wise to make into some parameter or global setting, because for meshes with small scale 0.2 is huge, while for big mesh it's very small constant and it affects result when mesh is open, on edge etc.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mixing 2D and 3D Physics results in Obi MissingReferenceException:]]></title>
			<link>https://obi.virtualmethodstudio.com/forum/thread-4559.html</link>
			<pubDate>Fri, 17 Oct 2025 16:44:22 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://obi.virtualmethodstudio.com/forum/member.php?action=profile&uid=5224">this_guy</a>]]></dc:creator>
			<guid isPermaLink="false">https://obi.virtualmethodstudio.com/forum/thread-4559.html</guid>
			<description><![CDATA[<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Problem</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">After upgrading to Obi Cloth 7.1, my project suddenly produced the error</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">"MissingReferenceException: The object of type 'ObiRigidbody2D' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object."</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">This error was happening everywhere and on every frame!</span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Solution</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">My project mixes 2D and 3D physics on purpose. The cause of the error was this snippet of gameobject hierarchy</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">&gt; Rigidbody 2D</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  &gt; Box Collider 2D</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  ...</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  &gt; Box Collider (i.e. a 3D collider)</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Notice the 2D Unity Rigidbody mixed with the 3D Unity Box Collider and 3D Obi Collider. </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">The fix is to insert a 3D Unity Rigidbody below the 2D Unity Rigidbody like</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">&gt; Rigidbody 2D</span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><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"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">  &gt; Box Collider 2D</span></span></span></span></span></span><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"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">  ...</span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; <span style="color: #ff4136;" class="mycode_color">Rigidbody (i.e. Unity's 3D Rigidbody component) </span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">    Box Collider (i.e. a 3D collider)</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span></span></span></span></span></span></span></span></span></span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size">I also marked the (3D) Rigidbody as "Is Kinematic" so that the 2D Box Collider and the 3D Box Collider would behave as if they are part of the same Rigidbody (which is the behavior I'm looking for).</span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Explanation</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">In the editor, Obi thought that everything was fine with the original hierarchy. ObiCollider was happy because there was a 3D Unity Collider on the same gameobject that the ObiCollider was attached to. And at runtime, just as the online documentation says, Obi "look[ed] for the first Rigidbody component up its hierarchy and attach[ed] an ObiRigidbody component to it." Since the first Rigidbody component Obi encountered was the Rigidbody2D, Obi added an ObiRigidbody2D component to the hierarchy like this</span><br />
<br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">&gt; Rigidbody 2D </span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  <span style="color: #ff4136;" class="mycode_color">Obi Rigidbody 2D</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color">  <span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">&gt; Box Collider2D</span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  ...</span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color">  &gt; Box Collider (i.e. a 3D collider)</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span><br />
</span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size">But then Obi threw the above MissingReferenceException. </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">I traced the Obi code a bit. The error is thrown from ObiRigidbody2D.CacheVelocities() where it turns out that <span style="color: #ff4136;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font">this</span></span> is null!! I didn't know that was possible <img src="https://obi.virtualmethodstudio.com/forum/images/smilies/smile.png" alt="Sonrisa" title="Sonrisa" class="smilie smilie_1" /> . I think it has something to do with parallelization. One thread deleted the ObiRigidbody2D (I'm not exactly sure where in the code the deletion happens), but there was still a reference to the obiRigidbody2D in memory that is able to be called??</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">At any rate, by removing more and more of the gameobjects in my scene I eventually whittled the object hierarchy down to the above original tree and noticed the mixing of 2D and 3D components and then remembered that it was an ObiRigidbody<span style="color: #ff4136;" class="mycode_color">2D</span> that was being deleted and throwing the error. On a whim, I modified the hierarchy to be:</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><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"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">&gt; Rigidbody 2D</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><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"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; Box Collider 2D</span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  ...</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; <span style="color: #ff4136;" class="mycode_color">Rigidbody (i.e. Unity's 3D Rigidbody component) </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">    Box Collider (i.e. a 3D collider)</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">At runtime, Obi now adds an ObiRigidbody(2D) to both the upper and the lower gameobject. <span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">But I guess that's just what is supposed to happen(?)</span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">&gt; <span style="color: #000000;" class="mycode_color">Rigidbody2D</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color">  </span><span style="color: #ff4136;" class="mycode_color">ObiRigidBody2D</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; Box Collider 2D</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  ...</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; <span style="color: #000000;" class="mycode_color">Rigidbody (i.e. Unity's 3D Rigidbody component) </span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #ff4136;" class="mycode_color">    ObiRigidbody (i.e. the 3D version of ObiRigidbody)</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">    Box Collider (i.e. a 3D collider)</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">But most importantly... All the errors go away!</span>]]></description>
			<content:encoded><![CDATA[<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Problem</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">After upgrading to Obi Cloth 7.1, my project suddenly produced the error</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">"MissingReferenceException: The object of type 'ObiRigidbody2D' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object."</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">This error was happening everywhere and on every frame!</span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Solution</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">My project mixes 2D and 3D physics on purpose. The cause of the error was this snippet of gameobject hierarchy</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">&gt; Rigidbody 2D</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  &gt; Box Collider 2D</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  ...</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  &gt; Box Collider (i.e. a 3D collider)</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Notice the 2D Unity Rigidbody mixed with the 3D Unity Box Collider and 3D Obi Collider. </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">The fix is to insert a 3D Unity Rigidbody below the 2D Unity Rigidbody like</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">&gt; Rigidbody 2D</span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><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"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">  &gt; Box Collider 2D</span></span></span></span></span></span><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"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">  ...</span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; <span style="color: #ff4136;" class="mycode_color">Rigidbody (i.e. Unity's 3D Rigidbody component) </span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">    Box Collider (i.e. a 3D collider)</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span></span></span></span></span></span></span></span></span></span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size">I also marked the (3D) Rigidbody as "Is Kinematic" so that the 2D Box Collider and the 3D Box Collider would behave as if they are part of the same Rigidbody (which is the behavior I'm looking for).</span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Explanation</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">In the editor, Obi thought that everything was fine with the original hierarchy. ObiCollider was happy because there was a 3D Unity Collider on the same gameobject that the ObiCollider was attached to. And at runtime, just as the online documentation says, Obi "look[ed] for the first Rigidbody component up its hierarchy and attach[ed] an ObiRigidbody component to it." Since the first Rigidbody component Obi encountered was the Rigidbody2D, Obi added an ObiRigidbody2D component to the hierarchy like this</span><br />
<br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">&gt; Rigidbody 2D </span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  <span style="color: #ff4136;" class="mycode_color">Obi Rigidbody 2D</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color">  <span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">&gt; Box Collider2D</span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">  ...</span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color">  &gt; Box Collider (i.e. a 3D collider)</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span><br />
</span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size">But then Obi threw the above MissingReferenceException. </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">I traced the Obi code a bit. The error is thrown from ObiRigidbody2D.CacheVelocities() where it turns out that <span style="color: #ff4136;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font">this</span></span> is null!! I didn't know that was possible <img src="https://obi.virtualmethodstudio.com/forum/images/smilies/smile.png" alt="Sonrisa" title="Sonrisa" class="smilie smilie_1" /> . I think it has something to do with parallelization. One thread deleted the ObiRigidbody2D (I'm not exactly sure where in the code the deletion happens), but there was still a reference to the obiRigidbody2D in memory that is able to be called??</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">At any rate, by removing more and more of the gameobjects in my scene I eventually whittled the object hierarchy down to the above original tree and noticed the mixing of 2D and 3D components and then remembered that it was an ObiRigidbody<span style="color: #ff4136;" class="mycode_color">2D</span> that was being deleted and throwing the error. On a whim, I modified the hierarchy to be:</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><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"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">&gt; Rigidbody 2D</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><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"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; Box Collider 2D</span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  ...</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; <span style="color: #ff4136;" class="mycode_color">Rigidbody (i.e. Unity's 3D Rigidbody component) </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">    Box Collider (i.e. a 3D collider)</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">At runtime, Obi now adds an ObiRigidbody(2D) to both the upper and the lower gameobject. <span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">But I guess that's just what is supposed to happen(?)</span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">&gt; <span style="color: #000000;" class="mycode_color">Rigidbody2D</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color">  </span><span style="color: #ff4136;" class="mycode_color">ObiRigidBody2D</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; Box Collider 2D</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  ...</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">  &gt; <span style="color: #000000;" class="mycode_color">Rigidbody (i.e. Unity's 3D Rigidbody component) </span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="color: #ff4136;" class="mycode_color">    ObiRigidbody (i.e. the 3D version of ObiRigidbody)</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">    Box Collider (i.e. a 3D collider)</span></span></span></span></span></span></span></span></span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color"><span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">    Obi Collider (i.e. the 3D version of ObiCollider</span></span></span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">But most importantly... All the errors go away!</span>]]></content:encoded>
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