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Rope going through wall
Forum: Obi Rope
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In SolidifyOnContact exsa...
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Change rod section at run...
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Sliding along a rope
Forum: Obi Rope
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Is it possible to render ...
Forum: Obi Fluid
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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...
Forum: Obi Rope
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Ladder made by Ropes (Rat...
Forum: Obi Rope
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  Trying to make Kelp
Posted by: gentlemango - 08-04-2018, 02:02 AM - Forum: Obi Rope - Replies (2)

Hi I'm trying to recreate the kelp stalks from Abzu, and I'm trying to figure out if Obi Rope is a good solution.

Video of the Abzu kelp forest

I'm not looking to have as many kelp as they do, maybe between 10-20, but I'm looking to emulate the visuals and behavior of the kelp as closely as possible.

Here is what I'm hoping to achieve:

  • Grow and shrink the kelp dynamically
  • Kelp stalks swaying
  • Leafs being pulled around by the stalks
  • Have 'current' forces that push kelp stalks and leafs around
Note that I don't need the kelp to be pushed around by the player or other moving objects, but I wouldn't mind it either.

Does that seem feasible with Obi Rope?

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  Fix particles at runtime?
Posted by: Schaeferyn - 06-04-2018, 06:45 PM - Forum: Obi Rope - Replies (1)

I've got a VR scene where a rope has one end fixed into a wall, and a user will grab the other end and move it around and plug it in to various objects in the scene.

The "wall" end of the rope has the first two particles fixed in place, and the "user" end has a pin constraint connected to a cylinder with a rigidbody/collider/VR-grabbable.

My goal is to take the last two particles on the "user" end of the rope and fix them in place when a user plugs it in, but I'm having trouble discerning if it's even possible. 

Is it possible to modify particles in this way at runtime? Is there a simpler solution that I'm simply not seeing?

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  V3.4 Optimization
Posted by: Cannias - 06-04-2018, 01:23 PM - Forum: Obi Rope - Replies (1)

Hey! I'm trying to make an Android game using obiRope. But after 3.4 update, it seems like optimization got worse. Even just putting couple of ropes in the scene, causes FPS problems. On PC (in unity editor) the scene with 30 ropes has 13FPS (which is not big problem for me) and on Android (after building) the scene with 7-8 ropes has ~15FPS (which is my problem). I use everything default about rope (Solver, Constraints etc.). Is there any suggestions to optimize this? Thanks in advance.

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  Exceptions using custom meshes
Posted by: JoeKer - 06-04-2018, 12:42 PM - Forum: Obi Cloth - Replies (1)

Hello,
I bought the Obi package today. I'm having some problems setting up the clothes. 
The first exception I get is when, after creating the topology mesh, I click on the initialize button. This is the exception I get

[Image: ?ui=2&ik=0f4da87a96&view=fimg&th=1629aaa...&zw&atsh=1]


Despite the exception, it seems that the cloth gets initialized but if I click on the Edit Particles button I get this other exception


[Image: ?ui=2&ik=0f4da87a96&view=fimg&th=1629aaa...&zw&atsh=1]

Note that I've tried the exact same process on a Sphere and I don't get any error so I think that it might be the specific meshes I'm using that are creating troubles.
Is there a limit to the number of vertices within a mesh that I need to respect?

Thanks in advance for your help.

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  Determinism in the physics engine
Posted by: berend - 06-04-2018, 09:46 AM - Forum: General - Replies (2)

Hi, 

I'm looking into using Obi Rope and maybe some of the other solutions for a game that has a rather complex setup. 
We're using three machines on which the game runs simultanously, and one projection is created from the renders of those machines. 
Therefore I was wondering whether the Obi physics engine is determenistic. 
 
Thanks!

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  how to make the fluid from rest to movement
Posted by: emilyyujieli - 06-04-2018, 07:36 AM - Forum: Obi Fluid - Replies (2)

l have succeeded in using  emitter to emit fluid in a bucket and now l wanna set the fluid from rest to movement.Making a movement seems like the rotation effect of washing machine(imitate the effect of Newton bucket experiment ).how should l do? where can add the script?is the script add in ObiParticleRenderer?and how can make the fluid rotate with the bucket ?

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  Can Obi Fluid simulate one water drop?
Posted by: evera.hart - 06-04-2018, 01:26 AM - Forum: Obi Fluid - Replies (2)

Hello! 

Can Obi Fluid simulate this exact scenario of a water drop creating a ripple and then bouncing up another water drop? Please see this video reference--from 0:36 - 0:45.

https://youtu.be/6KKNnjFpGto?t=36s

If it is possible, what is the process, and how detailed can this simulation be? (instead of the realistic tiny water drop, can the water drop be the size of a human head?)


Thank you Sonrisa

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  Pin coinstraint help needed
Posted by: Karlanton - 05-04-2018, 05:47 PM - Forum: Obi Rope - Replies (1)

Hello, i just recently purchased the obi rope from unity asset store. And right away i need help haha.
Anyway, the problem im facing is this: I put a obi rope between two objects like this:

https://gyazo.com/87a2204c676e04eed6a2f739df7a3b9c

and put an obi collider on both of the objects, then added pin coinstraints on both of the edges pins and started the game. and this is what happened.

https://gyazo.com/aa6939492b198dc04d7280451695954e

what am i doing wrong and how do i fix this?

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Exclamación Building Error with V3.4
Posted by: Cannias - 04-04-2018, 10:33 PM - Forum: Obi Rope - Replies (2)

I receive following errors (Attached) when i try to build the sample scene named "Chains". If that's because i'm using Unity 2017.3.1f1 and you always develop on the oldest version of Unity, then what are we supposed to do? Enfadado

[attachment=114]

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Triste shader error
Posted by: Renzo - 03-04-2018, 04:48 PM - Forum: Obi Fluid - Replies (3)

Hi to all

The asset work fine on editor, but when i try to compile to android an error apper: Shader error in "Hidden/FluidShader"...and the error repeat 5 times with different keywords

I am attaching a printscreen

thanks

Renzo

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