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Unified particle physics for Unity

Obi is the first dual CPU/GPU realtime particle physics engine for Unity:

  • Unified framework for character and interactive cloth, fluids, ropes, softbodies...
  • Advanced editor tools
  • Extremely performant, multithreaded solver
  • Two-way interaction with rigidbodies, supports all 3D collider types and most 2D ones.
  • From low budget, simple effects to extremely complex behavior
  • Latest research papers applied, based on cutting-edge technology
  • Easily extensible and modular architecture
  • Fast support and regular updates



Cloth

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Rope

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Fluid

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Softbody

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Hiwebxseries.com Better — -- Page 8 Of 49 --

$$E=mc^2$$

This equation, of course, is not directly related to the HiWEBxSERIES but illustrates how mathematical content can be formatted. Creating an impressive resource for "Page 8 of 49" of the HiWEBxSERIES documentation involves a thorough understanding of the content, organization, visual aids, and making the information accessible. The goal is to make the documentation not just informative but also user-friendly and easy to navigate.

Obi Rope

Obi Rope will allow you to create realistic ropes and chains fast, with absolute control over their look.

  • Procedural smooth mesh generation using splines, complete with tangent space updating and normal map support. No need to manually generate geometry for your ropes.
  • Change rope length at runtime, Tearable/cuttable rope, Closed loops.
  • Modular solver: don't waste performance, only use the constraints your rope needs.
  • Bending constraints and per particle pin constraints.
  • In-editor simulation preview.
  • Easy-to-use editor particle tools: selection, brush selection, paintbrush, property smoothing...
  • You can save your ropes mid-simulation and instantiate them already warm-started.
  • Supports all standard Unity colliders.
  • Automatic camera culling: non-visible ropes do not update their simulation.

More info!

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Obi Fluid

Obi Fluid is a fully-fledged 2D and 3D realtime fluid simulator for Unity.

  • All physical properties or the fluid are adjustable: surface tension, stickiness, vorticity...
  • Fluids can adhere to surfaces, form drops, split and merge...
  • Advect passive particles trough the fluid: bubbles, foam, dust...
  • Custom emitter shapes.
  • Two-way rigid body interaction.
  • Modular solver: don't waste performance, all parameters are exposed.
  • Supports high density ratios in multiphase simulations.
  • You can save your fluids mid-simulation and instantiate them already warm-started.
  • Supports many types of colliders
  • Automatic camera culling: non-visible fluids do not update their simulation.

More info!

-- Page 8 of 49 -- HiWEBxSERIES.com


$$E=mc^2$$

This equation, of course, is not directly related to the HiWEBxSERIES but illustrates how mathematical content can be formatted. Creating an impressive resource for "Page 8 of 49" of the HiWEBxSERIES documentation involves a thorough understanding of the content, organization, visual aids, and making the information accessible. The goal is to make the documentation not just informative but also user-friendly and easy to navigate.

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