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Rope going through wall
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Change rod section at run...
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Sliding along a rope
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Is it possible to render ...
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Cloth has stretchy behavi...
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Get separate particles pa...
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Solver outside of hierarc...
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Rope ignoring colliders o...
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Ladder made by Ropes (Rat...
Forum: Obi Rope
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Resetting the Obi.Collider |
Posted by: Jaydena - 17-08-2018, 04:57 AM - Forum: Obi Fluid
- Replies (3)
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Hello!
My current fluid setup uses a mesh collider with the obi collider. When the mesh changes the obi.collider does not. The workaround i found for this is to delete the obi.collider and then re-add it, all in the same frame. This updates the obi.collider with the new mesh and everything works well.
A problem I encountered with this is that the destroyed obi.collider still maintains a reference to an object somewhere and therefore doesn't get fully destroyed by the Garbage collector and slowly adds to the memory until it crashes.
I've tried removing the 'Source Collider' in the Obi.Collider and re-adding it, but this just seems to disable the obi.collider entirely.
Is there a way that i can 'reset' the Obi.Collider once changes in the Mesh collider have been made?
Thank you!
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Collision marked as Trigger not collides |
Posted by: mmortall - 16-08-2018, 12:33 PM - Forum: General
- Replies (2)
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Obi Plugin v.3.5, Unity 2017.4.5f1 LTS
Collision marked as Trigger does not collide with cloth during simulation.
I've added a temporal fix in Oci.cs in two Set functions, see coding example below.
Is there a reason for it and can I turned simulation on also for trigger objects? Thanks.
ps. Also turning on/off isTrugger not makes collider dirty for Obi, so you need to disable and re-enable it for making them counted by Solver.
Code: public void Set(UnityEngine.Collider source, int phase, float thickness){
boundsMin = source.bounds.min - Vector3.one*(thickness + source.contactOffset);
boundsMax = source.bounds.max + Vector3.one*(thickness + source.contactOffset);
translation = source.transform.position;
rotation = source.transform.rotation;
scale = source.transform.lossyScale;
contactOffset = thickness;
this.collisionGroup = phase;
//for some reason trigger colliders are not taking part in the simulation
this.trigger = false;// source.isTrigger;
this.id = source.GetInstanceID();
}
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Slowed Simulation Problems |
Posted by: Reiffer - 16-08-2018, 11:37 AM - Forum: Obi Cloth
- Replies (2)
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Hello!
I've recently started using ObiCloth to enhance some of my characters' clothing and I'm in the process of integrating my own slo-mo logic into it (as I'm avoiding using Unity's own timescale).
Recently I've been running into a problem with the clothing deforming and "crinkling" during this slo-mo process. You can see this effect in this gif. You can also see the change that I've made to ObiSolver's LateUpdate (as I saw you recommended in a previous thread) posted below.
Any insight into this would be welcome (I'm also having problems with collisions and clipping but that's a separate issue that I'll bugfix later)!
Code: private void LateUpdate(){
if (Application.isPlaying && simulationOrder == SimulationOrder.LateUpdate){
// smooth out timestep and accumulate it:
if (SlowTimeManager.fTimeScaleGlobal != 0)
{
smoothDelta = Mathf.Lerp(Time.deltaTime / SlowTimeManager.fTimeScaleGlobal, smoothDelta, 0.95f);
}
else
{
return;
}
AccumulateSimulationTime(smoothDelta);
SimulateStep(smoothDelta);
}
if (!Application.isPlaying)
return;
EndFrame (simulationOrder == SimulationOrder.LateUpdate ? smoothDelta : Time.fixedDeltaTime);
if (OnFrameEnd != null)
OnFrameEnd(this,null);
}
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Removing Cloth Component |
Posted by: jaleopold - 11-08-2018, 01:17 AM - Forum: Obi Cloth
- Replies (1)
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When a cloth component is removed from a piece of skinned geometry it makes the mesh disappear with no apparent way to bring it back. The node is still there with the mesh renderer enabled, but its invisible.
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Making Obi cloth work with sleeves |
Posted by: Bob San - 09-08-2018, 06:58 PM - Forum: Obi Cloth
- Replies (1)
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Hey!
I have a question regarding obi cloth working with an animated character.
Below you can see the sleeves of the character working fine, just like the asset intends:
[attachment=163]
But since the mesh requires a skinned mesh renderer, that part of the robe is bound to the elbow joint.
My problem is that when I rotate the elbow in any way (with animations or directly from the inspector) the simulation works as if gravity was tied to the orientation of the elbow.
[attachment=164]
Hoping there's a way of fixing this directly from the inspector, I guess i can fix it with some rigging trick, but that's not why I bought the asset.
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