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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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I need your help!
7 months ago
YoulSystems-INCバージョン 7.1 で
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?
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7 months ago に返信
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!
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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7 months ago に返信
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_Bread以前のバージョン 7.0.4 で
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.
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a year ago に返信
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.
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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Issues with Rendering Quality and Character-Liquid Interaction
a year ago
Yan_workshop以前のバージョン 7.0.4 で
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.
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a year ago に返信
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
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"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
Great and very helpful support! Great asset.
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a year ago に返信
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.
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!
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a year ago に返信
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
LoneSomeBrotha以前のバージョン 7.0.3 で
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.
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a year ago に返信
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.
me encanto mucho el Asset de fluido ya que tiene varias maneras de utilizarlo, los ejemplos que tiene ayudan mucho para comenzar a usarlo y entenderle.
lo que mas me gusto que el foro de ayuda el administrador te contesta totalmente en Español y ayuda a resolver las dudas que tengas en el uso del Assets al igual te ayuda a encontrar el posible problema que te este ocurriendo . al igual que te comenta si es posible hacer ciertas cosas con el Assets.
muuuuuuuuuuuuuuuuuy bueno. Recomendado
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a year ago に返信
Nos llena de orgullo y satisfacción ver una review como la tuya :). Gracias!
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