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Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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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

 
  Does Obi Softbody fit for a realistic snowboard physics simulation?
Posted by: nithrous - 02-06-2025, 08:05 PM - Forum: Obi Softbody - Replies (3)

Hello,

I’m new to Unity and Obi Softbody, although I have a strong background in C#. I want to create a realistic simulator of snowboard behavior (so that it bends and deforms correctly under the rider’s weight, and so that it starts moving based on gravity/friction/inertia/reaction forces). Is this package suitable for that kind of implementation?
I’ve already experimented a bit with Obi Softbody. I created a blueprint with:

  • Surface Sampling Mode: Voxels, Resolution: 16
  • Volume Sampling: None
From reading the forum, I understood that stiffness depends on the Substeps setting in the solver. When I set Substeps to 3, the snowboard behaved like extremely elastic, highly flexible rubber (FPS was around 240). When I set Substeps to 60, it became stiffer, but FPS immediately dropped to about 140. At Substeps = 120, the board behaved even more rigidly, but FPS fell to 40.
Also, the snowboard bounces off objects very strongly, and when it lands, it slides excessively across them. I also noticed that if the number of solver steps is too low, the snowboard often just hangs in midair.

So:
  1. Is this package suitable for the task?
  2. If yes, what should be changed to keep performance high, make sliding realistic, and prevent it from bouncing like a super-bouncy rubber ball?
Here is a video demonstration with 32 Substeps in the solver:
https://www.youtube.com/watch?v=AOgJ0Ki7G9Y

Sincerely,
nithrous

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  RopeBot - 3D Puzzle / Platformer
Posted by: Destro26 - 28-05-2025, 12:51 PM - Forum: Made with Obi - Replies (1)

[color=oklab(0.952331 0.000418991 -0.00125992)]Hi I've been working on a 3D puzzle / platformer using Obi Rope for a while now, here is a short gameplay trailer.



Also I'm currently running a playtesting session so if anyone's interested in playtesting the game for 30 minutes and filling out a quick survey I can send you the link to the test.
[/color]

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Pregunta Solver is too performance heavy
Posted by: quent_1982 - 27-05-2025, 03:53 PM - Forum: Obi Rope - Replies (40)

I have a single medium length ObiRope with ~35 attachments, that costs around 22 FPS, but hole pure rope somehow costs around ~38 FPS, so the hole solver with single rope uses ~60 FPS, that is too much.
TimeStep in project is 0.015f, I've played a bit with ObiSolver values but it didn't help at all. If I set all solver's constraints to 1 and parallel it gives only ~12 fps.



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Pregunta Swinging on rope
Posted by: quent_1982 - 26-05-2025, 05:24 PM - Forum: Obi Rope - Replies (4)

Hello, I need your explanation of all ways to attach my player to a rope so that he is attached to the rope as tightly as possible and stays on it without small jumps and etc. Also, for my situation, it is important that the player can calmly swing on the rope an physically act on it. At the same time, the rope should be not too tight and too soft, something between.

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  How to Get Alpha Value in a Custom Shader
Posted by: nonnamed - 26-05-2025, 03:01 PM - Forum: Obi Fluid - Replies (2)

I created a Shader Graph as shown in the attached image, but even when I assign a color with an alpha value to the particle, the alpha always ends up being 1.
Is there anything I might be doing wrong?
Any help would be greatly appreciated. Thank you in advance!



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  Crash Related to CustomEmitterShape
Posted by: nonnamed - 25-05-2025, 05:01 AM - Forum: Obi Fluid - Replies (1)

I would like to report a crash issue that I discovered with a specific setting.
If this has already been reported or explained elsewhere, I apologize in advance.
When creating a CustomEmitterShape, if an EmitPoint added to the distribution has a direction of Vector2.zero, a crash occurs in the Compute BackEnd.
However, it runs correctly in the Burst BackEnd.
Please note that I am not confident in English, so I used ChatGPT to help write this message.

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  Rope disappears when camera is close
Posted by: Paul1 - 21-05-2025, 12:30 PM - Forum: Obi Rope - Replies (7)

Hi,
I am having issues with rendering a rope. When i get closer with the camera, the rope disappears. This only happens in a specific scene, on a specific solver. I duplicated solver values, so that is not a problem. This worked for me before updating to a newer version, now I am on version 7. I am creating the rope in runtime, here is the code:

Code:
obiRope = EditingObject.GetComponent<ObiRope>();
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
blueprint.path.Clear();
blueprint.path.AddControlPoint(Vector3.left, new Vector3(-.3f, 0), new Vector3(.3f, 0), Vector3.zero, 0.1f, 0.1f, .1f, filter, Color.white, "start");
blueprint.path.AddControlPoint(Vector3.right, new Vector3(-.3f, 0), new Vector3(.3f, 0), Vector3.zero, 0.1f, 0.1f, .1f, filter, Color.white, "end");
blueprint.path.FlushEvents();
obiRope.ropeBlueprint = blueprint;
For every change I do to the rope (changing the path, adding control points), I call:
Code:
obiRope.path.FlushEvents();
StartCoroutine(obiRope.blueprint.Generate());
yield return new WaitForSecondsRealtime(1f);
obiRope.ResetParticles();
   
Video: https://drive.google.com/file/d/1lB2xcWD...sp=sharing
If you need anything else, please, tell me. I've been stuck on this problem for quite some time and can't seem to find a solution.
Thanks in advance!

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Pregunta Collisions do not happens properly with object's mass lower than 0.7
Posted by: quent_1982 - 17-05-2025, 02:12 PM - Forum: Obi Rope - Replies (2)

I have a chain and player with active ragdoll that based on configurable joints. Each of player's limb have mass ~0.25kg and next hierarchy:

----LimbWithJoint (Joint, Rigidbody and ObiRigidbody)
--------Limb'sCollider (Convex MeshCollider with ObiCollider)

(Core mass is in the root of player's rigidbody and equals 3kg)

So, when collision is happened between limb and chain there is almost no push effect, limb is just going through the chain. The collisions start working only if mass of limb is greater than ~0.7kg and they are not perfect.

Mass of each point in ObiPathEditor is 0.25kg, ObiRope mass is 1kg, surface and self collisions are turned off.



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Pregunta ObiCloth going through collider
Posted by: Andreia Mendes - 14-05-2025, 05:39 PM - Forum: Obi Cloth - Replies (1)

Hello, I've started to explore Obicloth a few months ago, and I'm really impressed with what it does, and the very handy wiki! I've run into a bit of a wall however.

I have a swimsuit model resting on a manequin, with an attached Obicloth component. When hitting play, I'd expect the swimsuit to hang onto the surface of the mesh collider, settling there, however it seems to collapse inside the collider, and falls off through the bottom.

   
   
   
   

I did some investigation, and first checked if my ObiCollider was working, so i set up a square plane as a cloth (made in blender to have more vertexes). It is working and colliding with the model as expected, however, when released from above the manequin, a few frames after colliding with the head, the head starts to poke through the cloth, and eventually the whole cloth passes through the manequin when it should be resting on top of it.

   

Looking into the wiki, i have tried the following:

*Increase and reduce the number of particles (as well as try other bigger/smaller particle sizes) in the blueprint.
*Add more collision iterations and substeps to the ObiSolver (up to 16 for both, rip my pc)
*Enable surface collisions

Note: I'm aware of ObiSkinnedCloth, however i want a true simulation of cloth physics instead of following the mesh for my use case.

Any help would be greatly apreciated, thanks!

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Pregunta Unstable chain attachment
Posted by: quent_1982 - 13-05-2025, 03:18 PM - Forum: Obi Rope - Replies (13)

Hello, I have a chain with attached lamp to it. All hierarchy and settings below in screenshots.

Default chain with dynamic attachment to lamp works and swings well and not breaks away from the chain. But after I want to grab the lamp by using unity joints on it and just lift on the lamp or swing with player, chain starts breaking away from the lamp like in screenshot. Mass ratios between player(~5kg), lamp(1.5kg) and chain(1 kg in Obi rope script and 0.25kg on each of 3 points in Path Editor) is satisfied the condition 1 : 10. I've already tried to play with some settings, including solver iterations and anchor on joints, but it did not helped. 

Thanks. 



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