Latest Threads |
Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
» Replies: 16
» Views: 246
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
» Replies: 1
» Views: 53
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
» Replies: 5
» Views: 187
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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
» Views: 143
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 499
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 691
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,467
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 413
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 484
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,330
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Can I blend in and out of simulation? |
Posted by: harut - 20-06-2025, 03:32 PM - Forum: Obi Cloth
- Replies (3)
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I have a cloth which is a skinned mesh renderer, and a looped animation, at the start of the animation I want the cloth to behave as a regular skinned mesh renderer without cloth simulation, at some point in the middle of the animation I want to enable the simulation, and at the end I want to slowly disable it and blend back to regular skinned mesh behaviour.
So essentially I want all particles to be pinned at the start and then unpinn them at some time. Ideally I would like to blend between these 2 states, but if blending is not supported then just switch between pinned and unpinned.
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Obi Softbody instability? |
Posted by: Aroosh - 18-06-2025, 06:35 PM - Forum: Obi Softbody
- No Replies
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Hello
When I start the application, I see that the softbody might glitch out and the particles go all over the place.
I'll add pictures below to show what the softbody should look like vs what it looks like when it glitches out.
Thanks
Aroosh
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Tear Rod |
Posted by: chenji - 17-06-2025, 05:47 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I send this post because there is no out-of-box support for tear rod and I need this in my game dev. By looking at Obi source code I finally implemented a close one. Though it's more like a "fold rod" and mesh is not split, it's ok for my game's requirement. I hope this can help you if you have similar requirement. It's based on Obi Rope 7.0.5
Also I'd like to ask why this feature is not supported in case I missed something important and my code may fail to work in future Obi version.
My code is actually very simple, just deactivate a constraint:
public void TearRod()
{
ObiRod rod = fishingRod;
var twistBatch = rod.GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiBendTwistConstraintsData;
foreach (ObiBendTwistConstraintsBatch batch in twistBatch.batches)
{
if (batch != null)
{
batch.DeactivateConstraint(0);
}
}
rod.SetConstraintsDirty(Oni.ConstraintType.BendTwist);
}
Effect gif: p1.gif
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Memory Leaks? |
Posted by: Deckard_89 - 06-06-2025, 11:16 AM - Forum: General
- Replies (3)
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Hi, I am just trying out the demo scenes and I am getting warnings about leaks being detected, making me nervous about including in my project.
For example there is this:
Found 7 leak(s) from callstack:
0x00000172e9db55cb ((<unknown>))
0x00000172e9db54d3 ((<unknown>))
0x00000172e9e62bf3 ((<unknown>))
0x00000172e9e5de0b ((<unknown>))
0x00000172e9e58073 ((<unknown>))
0x00000172e9e5758b ((<unknown>))
0x00000172e9e573fc ((<unknown>))
0x00000172e9e57153 ((<unknown>))
0x00000172c3a13fb6 ((<unknown>))
0x00000172e9e17e3b ((<unknown>))
0x00000172e9e165d3 ((<unknown>))
0x00000172c3a13837 ((<unknown>))
0x00000172c3a13663 ((<unknown>))
0x00000172c3a1345f ((<unknown>))
0x00000172c3a1339b ((<unknown>))
0x00000172c3a12985 ((<unknown>))
0x00000172c3a12a76 ((<unknown>))
0x00007ffdf1194b7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffdf10cd204 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
This is in Unity 2022.3.62f1
Obi Cloth 7.0.5
Thanks
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Fluid Control Issues |
Posted by: Reflower - 06-06-2025, 01:55 AM - Forum: Obi Fluid
- Replies (1)
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Hi, I'm working on a project using Obi Fluid in Unity (URP), and I'm running into some frustrating issues that I haven’t been able to solve despite a lot of trial and error. The main problem is that fluid keeps pouring out of containers even when their openings are visibly blocked by colliders both Obi Colliders and standard Unity Colliders. I’ve tried adjusting collision layers, surface thickness, and resolution settings but it doesn’t seem to help i am trying to achieve the same exact result as in the reference video. On top of that, I need to have multiple fluids how fluids interact or mix with each other if possible, right now one liquid keeps on pouring over the other. Also, my fluid materials and colors have suddenly stopped working everything is just rendering as a grey blob now, even though I’m using URP and the correct shader. This is preventing me from making progress on a critical part of the project. I’ve looked through the basic documentation, but I’m wondering if there are any more in depth tutorials or resources that focus on accurate fluid control, especially for situations like blocking pours and keeping fluids isolated. Any help would be massively appreciated. Thanks.
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was working great, then it wasnt...assigmed mesh missing bone weights? |
Posted by: Duncano - 02-06-2025, 10:33 PM - Forum: Obi Softbody
- Replies (1)
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Hi,
project was all going great, and i think i duplicated an obi object...( was initially a copy of the rubber ball in example files)
and now i get the error ( duplication was prob coincidence) ' assigned mesh is missing either bone weights...'
the duplicate, had this error and so then so did the one i duplciated.
i tried rebulding the blue print, but dont know what more i can do...
it still sort of works, but i think i do believe something is behaiving strange....as the soft body seems to stop working at a certin point in my timeline.
have attached screen grab of stack...( there is an animator on the object...but this is only animating the material.
any help, much appreciated.
thanks,
Duncan
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