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Not the best
a month ago
Psychotokeon version 7.1
I'm really surprised that support is on a forums page, as if we are still in 2007. This asset really needs a discord server. I found myself constantly struggling to figure out how to make things work properly, despite scouring over the documentation for hours. I spent days trying to make lava, and ended up just uninstalling Obi and working on my own solution instead, which already works much better. This is great for if you want small simulations of water, like a sink or something, but if you want to use custom metallic materials with emission and long lasting large flows (like lava from a volcano) that have triggers on the fluid, this isn't going to be a good solution. That's not why I gave it 3 stars though. I gave it 3 stars mainly for the fact there is no discord server, and the YouTube presence is dead and completely out of date. We are in the year 2026. Any good asset developer needs a discord so they can provide quick support for their assets, and up to date tutorials on YouTube. I haven't needed to use a forums page for anything for so many years now, it's so strange seeing one be the only form of support for something like this. It makes the community feel out of reach. I struggled so much with Obi that it left a bad taste in my mouth. It's a shame, because it looks so good and the custom inspector editors and scriptable objects are so clean and slick, the examples look great, and the fluid simulation is excellent. However, making your own fluid types is an uphill battle. There are no YouTube tutorials newer than SIX YEARS OLD. The information in those tutorials is severely out of date. I can't stress how important it is to have up to date tutorials and a discord server. Many game developers have some kind of social disorder like Autism or OCD, which means watching tutorials and learning by themselves is how they do things, also the OCD makes a need for things to all be in one place. This is why this is so important. Your main demographic uses discord and YouTube. And you basically don't even exist on those platforms. I really want to like this asset, but it feels abandoned. And it shouldn't because it's clearly still being updated.
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3
Reply from publisher:
replied a month ago
Hi! "working on my own solution instead, which already works much better" I'd argue that if you rolled out your own solution in a few days and it's working better than Obi for your use case, a full-blown particle based fluid simulation like Obi wasn't what you needed to begin with. Let me know if I can process a refund for you in that case! :) There's relatively few cases where a full-blown fluid simulation is needed, as it's the nuclear option: very flexible, but *very* expensive. In many cases you can get away with heightmap/2D based simulation, simpler analytical stuff (eg. gerstner/tessendorf waves) or no simulation whatsoever (just a scrolling texture). "But if you want to use custom metallic materials with emission and long lasting large flows (like lava from a volcano) this isn't going to be a good solution" I'm not sure why using custom materials would be a pain point? While the asset does include its own fluid shader with many features (reflection/refraction/absorption/scattering/triplanar texture mapping, dual rest field advection, etc) you can use any custom material/shader with Obi: all it does is perform simulation and output a mesh to represent a fluid surface. See: https://obi.virtualmethodstudio.com/manual/7.1/fluidrendering.html The "long lasting flow" bit is strange as well: you can set the lifetime of emitted fluid particles to any value you'd like, even infinite. "I haven't needed to use a forums page for anything for so many years now" Unity's main support community (Unity Discussions) is a forum... "Any good asset developer needs a discord so they can provide quick support for their assets" Not sure what support speediness has to do with Discord, to be honest. You can get quick support regardless of the format. Personally I've received zero support on certain Discord servers in the past, I don't attribute that to Discord but to the people running the server. "it's so strange seeing a forum be the only form of support for something like this. It makes the community feel out of reach." Note you can also write an email directly to us, forums aren't the only way to get support. We used Discord for a while and even though we had few users in the server, information was scattered all around and the same questions were asked repeatedly which made us think users weren't able to find existing information. Forums seem to organize information far better imho. This is just personal preference of course, we fully understand and respect you may be more comfortable using Discord. "Many game developers have some kind of social disorder like Autism or OCD [...] the OCD makes a need for things to all be in one place." I'm sorry. We strive to have an in-depth, comprehensive and fully up to date manual(https://obi.virtualmethodstudio.com/manual/7.1/index.html) so that you can find information all in one place, available at any time without the need to scan multiple places searching for it, but seems we have failed you in this regard. I have (mild) OCD myself and having to sit trough multiple videos searching for the specific bit of information I'm interested in is something I personally find frustrating and extremely inefficient. We've also had similar feedback from users in the past, video is a good format for short tips but not as a main form of documentation. It's one of the reasons why documentation for all our assets is in written form: it's easy to search, it's easy to categorize, easy to keep up to date and easy to correct when needed. "[...] which means watching tutorials and learning by themselves is how they do things" I'm fully self taught so I deeply resonate with this. However it's possible to learn by yourself either by watching videos or reading documents, neither autism nor OCD should be obstacles in this case? "This is why this is so important. Your main demographic uses discord and YouTube." Numbers say quite the opposite. As I mentioned, we had a Discord server for quite a while and it was mostly empty (20-something users after a couple months, if I recall correctly), most support requests came in via email so we ended up closing the server. Our videos had very few visits compared to our online manual and they required a great deal more effort to maintain, so we shifted most of our attention towards the manual. The videos we do have linked in our webpage (https://obi.virtualmethodstudio.com/videos.html) are still useable since the differences in asset workflow over versions are very minor. I understand no solution fits everyone's taste, so we ended up using what seemed to work best in practice for the majority of our users. This said, we're more than eager to help with any issues you might encounter while using the asset. You just need to contact us (as far as I can tell, you haven't so far). In certain cases we've even recorded custom videos for some users, guiding them past specific hurdles. "You basically don't even exist on those platforms. I really want to like this asset, but it feels abandoned." Well if you look for lions in the north pole you won't find any, but that doesn't mean they don't exist. I'd say you're simply looking in the wrong place: our forums are quite active (more than 4000 users and 16000 posts), and we receive and answer emails daily. The asset's description clearly states support is offered via forums and email. If you're looking for a Discord server instead, then it stands to reason the asset will feel abandoned. kind regards
V
Unique in its kind!
5 months ago
Vest1naon version 7.1
I've been using Obi Fluid for several years now, and I have to say this simulation system feels like magic to me. Even though it takes some time to achieve the desired result depending on the scene and task, the outcome is always excellent and stable. I'd also like to highlight the great and fast support from the developer (they helped me specifically with an issue in Obi Softbody, another plugin from this developer) and the very useful forum. Keep it up!
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1
1
Y
I need your help!
8 months ago
YoulSystems-INCon version 7.1
Obi fluid is a great asset. Hello, I bought Obi fluid and was going to use it for my project. Currently, our project is a maintenance training simulation using VR. The project itself is a little heavy, but when I put Obi Fluid Render Feature on the renderer, the fps dropped a lot. It dropped about 30-40 fps. Is there any other way to optimize it?
Was this review helpful?
1
1
Reply from publisher:
replied 8 months ago
Hi! Well, it's hard to tell without profiling your game. It could be anything, from fillrate issues to expensive shading. It also depends on what your initial FPS were (dropping 30 fps down from 250 fps is a really small hit in terms of ms/frame, dropping 30 from 60 fps is a lot more). Please write to our support email so that we can help you. Thanks!
n
Best Support team EVER
9 months ago
nitsuajon previous version 7.0.5
The support team went above and beyond to help me with my problems. So professional and intelligent. Im in love with the ObiFluid team. Smooth on all devices, URP, performance is great. Con amor, Craig
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0
1
Reply from publisher:
replied 8 months ago
Thanks a lot Craig! we're glad you got a positive support experience. Let us know if we can help in any way.
N
Still Updated After All of these Years
a year ago
Nepharious_Breadon previous version 7.0.4
I bought this back in 2021. I never got any use out of it because of other issues with the project (not related to Obi). I'm finally getting use out of it. I'm impressed thank you very much. I'm also extremely happy to see that it's still being updated and that it's compatible with Unity 6. Sirs / mams, y'all are rockstars.
Was this review helpful?
2
1
Reply from publisher:
replied a year ago
Thank you for your words! thanks to kind hearted users I've been able to support the asset for so long. Hopefully I'll have your back for many more years to come! Let me know if I can be of any help.
L
Excelent
a year ago
Lesha-VHon previous version 7.0.4
Very heavy math - this is pure rocket science. I take my hat off. Thank you, sir! Just buy it, price is fraction of tremendous efforts behind. Must buy for education purpose and small scale fluids simulation. Support is 7+ stars))) I would like to see more demos for teaching purpose: - scene from second video - scene from this picture: https://obi.virtualmethodstudio.com/manual/images/v5/solver/fluid_foam.png
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1
1
Y
Issues with Rendering Quality and Character-Liquid Interaction
a year ago
Yan_workshopon previous version 7.0.4
Edit: Thank you for your response. I will carefully review the user manual. By the way, the URP rendering settings screen might need an update. ---------------------------------------------------- Regarding the physical effects, I was quite disappointed that there was no demo showcasing the interaction between the character and the liquid. Additionally, the liquid rendering is a major issue. When using URP (Universal Render Pipeline), all liquids appear like lumps of clay—completely lacking transparency or reflections. I believe that if the product does not yet support all rendering pipelines, or if the rendering compatibility is not fully prepared, it should be clearly stated in the product description that URP rendering is not supported. As for support, I browsed your discussion forum and felt that a proper product should include a manual. This should detail how to configure features like Burst Count, rather than leaving users to figure it out themselves after purchasing by analyzing your scripts to understand the settings.
Was this review helpful?
2
2
Reply from publisher:
replied a year ago
Hi, "I was quite disappointed that there was no demo showcasing the interaction between the character and the liquid." A character is just a collection of colliders, no different from any other object. There's plenty of sample scenes included that feature collisions against both static and moving colliders: meshes, capsules, boxes, spheres, etc. "Additionally, the liquid rendering is a major issue. When using URP (Universal Render Pipeline), all liquids appear like lumps of clay—completely lacking transparency or reflections. " Please read the manual on how to setup fluid rendering in URP: https://obi.virtualmethodstudio.com/manual/7.0/fluidrendering.html You need to add a ObiFluidRendererFeature to your URP renderer asset as explained there, then add your fluid rendering passes to it. Otherwise transparent fluids won't show any reflection or refraction. "I believe that if the product does not yet support all rendering pipelines, or if the rendering compatibility is not fully prepared, it should be clearly stated in the product description that URP rendering is not supported. " URP rendering is fully supported as stated in the render pipeline compatibility tab. You just need to set it up. "As for support, I browsed your discussion forum and felt that a proper product should include a manual." It does include a very in-depth manual. There's links to it in the included quickstart guide, the forum, the "about" window, etc: https://obi.virtualmethodstudio.com/manual/7.0/index.html "This should detail how to configure features like Burst Count, rather than leaving users to figure it out themselves after purchasing by analyzing your scripts to understand the settings." There's no "Burst Count" setting in Obi that I'm aware of. Maybe you're referring to the emitter's "Burst" emission mode? For details regarding emitters, see: https://obi.virtualmethodstudio.com/manual/7.0/emitters.html ------- "By the way, the URP rendering settings screen might need an update. It was only after looking at it a second time that I realized the format was different" Turns out you were confusing URP's renderer asset inspector with URP's pipeline asset inspector. They're different things, the one shown in our manual is the renderer. kind regards
L
Very helpful support!
a year ago
Lewnaticon previous version 7.0.4
Great and very helpful support! Great asset.
Was this review helpful?
2
0
Reply from publisher:
replied a year ago
Hi, We're unable to reproduce this. Could you please write to support@virtualmethodstudio.com and give some more details? (render pipeline being used, renderer type, target platform you're building for, etc). As a side note, this is more a support request than a review. The problem with posting support requests in the reviews section is that: 1.- It will take longer for you to get any help, since your question may go unnoticed for a long time (publishers don't get a notification everytime a review gets posted). You got lucky we checked the publisher portal for an unrelated reason and noticed your review. 2.- It's not possible to attach files for extra information information like screenshots or crash dumps. 3.- Quite an awkward format for followup questions or conversation. 4.- Doesn't help other users in any way, since your problem may be unique to your situation. For these reasons using the provided support channels is best for everyone involved. "I also tried to reach out on the Obi forums multiple times. But I do not get registration codes on two email addresses. So I am sadly locked out of support." Have you tried writing to any of our support email addresses? "The issue can be easily reproduced. I created an empty project with Unity6 in-built render pipeline to test this. Imported only Obi7 and pressed build." There's an issue with ShaderGraph that results in a similar problem to what you're having, described in our troubleshooting guide (http://obi.virtualmethodstudio.com/manual/7.0/troubleshooting.html). The culprit is having unused render pipelines in the active targets lists of the graph, this will cause the shader to be compiled for a render pipeline that's not currently installed, and will result in compilation errors. The solution is to simply remove the unused pipeline(s) from the graph.
s
It's a wonderful asset
a year ago
sidiluon previous version 7.0.3
During the creation process, I encountered many problems and consulted the development team, who patiently explained each issue to me! This asset has the best support.Just buy it!
Was this review helpful?
0
0
Reply from publisher:
replied a year ago
Hi There's no "OniColliderWorld" or "OniSolverImpl" included with any of the Obi assets in version 7. By the looks of it, you've imported ObiFluid 7 together with a much older version of ObiRope, this will break both assets since you can't mix different versions together as explained in the manual: https://obi.virtualmethodstudio.com/manual/7.0/setup.html "If you own several Obi assets, you can just import them all one after another as long as they have the *same version*. Do not mix and match packages with different versions, this might break your Obi installation. " If you wish to use Obi 7, you'll need to update Obi Rope as well. Btw, the reviews section in the store is not the way to ask for support. There's a support forum and several contact emails, including support@virtualmethodstudio.com, we'll be more than glad to answer your support questions there :) kind regards
L
even the service is wonderfull
a year ago
LoneSomeBrothaon previous version 7.0.3
im changing my review cause of the amazing reply. thank your for the links and the variable change. but if it impacts performance has you say i wont do that. If i need more help i will contact you for sure.
Was this review helpful?
1
0
Reply from publisher:
replied a year ago
Hi, Thanks for your review! The documentation is quite detailed, or at least we'd like to think so. It goes step by step over how to set up an emitter(https://obi.virtualmethodstudio.com/manual/7.0/emitters.html), explains all fluid parameters with small animations to illustrate each one (https://obi.virtualmethodstudio.com/manual/7.0/emittermaterials.html), fluid rendering (https://obi.virtualmethodstudio.com/manual/7.0/fluidrendering.html), collisions (https://obi.virtualmethodstudio.com/manual/7.0/collisions.html), same for all solver parameters:(https://obi.virtualmethodstudio.com/manual/7.0/obisolver.html) Also goes into minute detail about how the asset works internally (https://obi.virtualmethodstudio.com/manual/7.0/convergence.html) and how it integrates with Unity (https://obi.virtualmethodstudio.com/manual/7.0/updateloop.html) If you have any ideas on how this could be improved please reach out to us! "p.s please add some way to have your scene respond to a click of button with obi collider. like do a tool that says add obi collider to scene objects " It's a one-liner , here you go: var colliders = FindObjectsOfType<Collider>(); foreach (var c in colliders) c.gameObject.AddComponent<Obi.ObiCollider>(); Keep in mind though that assigning ObiColliders to *everything* in a scene indiscriminately will negatively affect performance, so you shouldn't typically do this. "can you also add someway for the emitter effect not to be parented to the solver." Not possible, emitters need to be under a solver (at any nesting level) to work. Just like UI buttons need to be under a Canvas to work, or joints be under a SkinnedMeshRenderer. "if that solver is child of ai and if animated death or ragdoll that solver and emitter is going with it." You should take the solver higher up the hierarchy, so that simulation is performed in world space instead of your character's local space.
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