Latest Threads |
Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
» Replies: 16
» Views: 331
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
» Replies: 1
» Views: 72
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
» Replies: 5
» Views: 207
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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
» Views: 146
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 500
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 705
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,470
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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: 416
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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: 1,338
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Editor Customizable Category Names |
Posted by: Jawsarn - 18-01-2025, 03:39 PM - Forum: General
- Replies (2)
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Only a few lines of code, but I think this should already be part of the asset to support an SO where you can customize the ObiCategoryNames instead of modifying the source.
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Obi Particles stuck below ground collider |
Posted by: aderae - 16-01-2025, 11:50 AM - Forum: Obi Rope
- Replies (3)
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Hello,
I sometimes see some Obi Rope particles sometimes get stuck below the ground collider making this visible bug. I tried to play with collision settings but couldn't get my head around. How can I prevent this behaviour? I have attached 2 pictures one with mesh and one with particle rendering
Thanks!
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Get separate particles parts |
Posted by: Zavhoz - 14-01-2025, 01:39 PM - Forum: Obi Fluid
- Replies (4)
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Hi!
How can you determine that in one emitter the particles are divided into several separate parts. And is it possible to obtain these groups of individual particles?
Regards!
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How move selected particle in actor from script |
Posted by: Zavhoz - 13-01-2025, 08:41 AM - Forum: Obi Fluid
- Replies (3)
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Hi!
Please tell me how move selected particle in actor from script.
The general task is: after touching, i find the particle that was touched and move it with my finger. as a result, the liquid should follow the finger. All process in 2D space.
Thanks.
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Clear singletons |
Posted by: Jawsarn - 10-01-2025, 10:27 PM - Forum: General
- Replies (1)
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It would be very neat to clear the static variables to support disabled domain reloading.
As of now from time to time it just breaks and ObiColliderWorld is null and no ropes work after you enter playmode before you do a new domain reload.
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Closed loop rope, move particles to stretch it |
Posted by: alicecatalano - 07-01-2025, 12:55 PM - Forum: Obi Rope
- Replies (3)
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Good morning,
i am creating a simulation where everytime the game gets loaded there is an example shape around some nails an elastic has to reach.
the elastic is represented by a closed loop obirope.
in the start method i call a function that sets the elastic global position based on the shape. Now i woul dlike to actually move 2 or 3 particles to create the shape and hook the nails i need to
private void Start()
{
repetition = GameManager.Instance.GetCurrentRepetition();
Debug.Log("repetition is : " + repetition);
SetNailsAndElastic(repetition);
}
private void SetNailsAndElastic(int repetitionNumber)
{
GameObject[] allNails = GameObject.FindGameObjectsWithTag("Nail");
foreach (GameObject nail in allNails)
{
nail.GetComponent<Renderer>().material = defaultMaterial;
}
switch (repetitionNumber)
{
case 1:
HighlightNails(new string[] { "nail_1_r1", "nail_c_r1" });
Debug.Log("in rep1");
elastic.transform.position = new Vector3(-2.17000008f, 0.810000002f, -10.4899998f);
elastic.TeleportParticle(82, new Vector3(1, 3, 5));
//elastic.blueprint.positions[82] = new Vector3(1, 3, 5);
}
this is a small snippet of my code, and this is what i try to do to move that specific particle for example.
The particle doesn't move though, even if the elastic takes the right position i wrote there
do you have any advice??
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ObiNativeList memory leak? |
Posted by: CptnFabulous - 05-01-2025, 09:46 AM - Forum: Obi Cloth
- Replies (1)
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I'm using Obi Cloth 7.0.3, in Unity version 2022.3.51f1.
We have a system that automatically generates meshes and turns them into cloths. We've been troubleshooting issues with inconsistent cloth behaviour, and noticed some leaks. The messages don't seem to specify if they're memory leaks, handle leaks or some other kind of leak.
One of the leak logs. They're all related to line 256 of ObiNativeList, and all occur as a consequence of the solver running Initialize() as part of InsertBufferedActor():
Code: Found 1 leak(s) from callstack:
0x000002c3843952e3 (Mono JIT Code) UnityEngine.GraphicsBuffer:.ctor (UnityEngine.GraphicsBuffer/Target,int,int)
0x000002c6ab4f44a3 (Mono JIT Code) Obi.ObiNativeList`1<Obi.ForceZone>:AsComputeBuffer<Obi.ForceZone> (int,UnityEngine.GraphicsBuffer/Target) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:256)
0x000002c6ab4f43cb (Mono JIT Code) Obi.ObiNativeList`1<Obi.ForceZone>:SafeAsComputeBuffer<Obi.ForceZone> (UnityEngine.GraphicsBuffer/Target) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/DataStructures/NativeList/ObiNativeList.cs:239)
0x000002c6ab4f431b (Mono JIT Code) Obi.ComputeColliderWorld:SetForceZones (Obi.ObiNativeForceZoneList) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Backends/Compute/Collisions/ComputeColliderWorld.cs:239)
0x000002c383c08eea (Mono JIT Code) Obi.ObiColliderWorld:UpdateWorld (single) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:600)
0x000002c6ab4e105b (Mono JIT Code) Obi.ObiSolver:Initialize () (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1267)
0x000002c6ab4e036b (Mono JIT Code) Obi.ObiSolver:InsertBufferedActor (Obi.ObiActor) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1971)
0x000002c383c1c343 (Mono JIT Code) Obi.ObiSolver:StartSimulation (single,int) (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1611)
0x000002c383c1b8b3 (Mono JIT Code) Obi.ObiSolver:LateUpdate () (at C:/Users/marcu/Documents/Bitbucket/Standalone stencil test/Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1171)
0x000002c384ad7ae8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ff8fe104c2e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ff8fe03d254 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ff8fe03d3cc (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ff616b87104 (Unity) scripting_method_invoke
0x00007ff616b64d14 (Unity) ScriptingInvocation::Invoke
0x00007ff616b4c4a4 (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007ff616b4c5ca (Unity) MonoBehaviour::CallUpdateMethod
0x00007ff6165de82b (Unity) BaseBehaviourManager::CommonUpdate<LateBehaviourManager>
0x00007ff6165e59fa (Unity) LateBehaviourManager::Update
I know we haven't altered any of this code. The leaks don't occur the first time I enter Play Mode, but do occur after exiting and re-entering Play Mode. It might be a bug with Obi Cloth itself, but the more likely explanation is I'm creating some data that's not being properly disposed of after exiting Play Mode. Then on the next play, the cloth simulation looks for data that has since been destroyed, which causes both the leakage and wonky cloth physics.
What data is created as part of Obi Cloth's standard functionality, that needs to be manually disposed of by the user? I updated the Obi Cloth version to 7.0.3 from 6.5.4, so I imagine there's some part of our code that would have worked fine with the previous version.
Thanks!
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