Obi Physics Suite
Rated 5.0/5 from 5 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $89.50. The latest store price is $179.
View 6 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $179 | Latest store price | |
| $89.50 | Unity Discount 2026-07-08 2026-07-15 | |
| $89.50 | Unity Discount 2026-07-01 2026-07-08 | |
| $89.50 | Unity Discount 2026-06-24 2026-07-01 | |
| $179 | Unity First Price 2026-06-19 2026-06-26 | |
| $89.50 | Unity Discount 2026-06-17 2026-06-24 |
Sale and bundle history
The 5 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Obi Physics Suite
- Tools, Systems & Learning > Game Templates & Systems
The Obi Physics Suite includes ObiRope, ObiCloth, ObiSoftbody and ObiFluid in a single package, and features new sample scenes that make combined use of them.
Features:
- With ObiRope, you can create ropes and rods using a non-linear, non-destructive editing workflow. They can be torn/cut, resized, can have variable thickness/color/mass along their length and can be rendered using multiple methods: shape extrusion, chain made of instanced meshes, lines, or entirely custom meshes.
- With ObiCloth, you can turn any mesh into a cloth that can be affected by wind and other external forces, and blended with skeletal animation to create character clothing. Create flags, nets, ribbons, and other cloth-like objects with ease.
- With ObiSoftbody, you can turn any mesh into a volumetric or surface-only softbody that supports elastic and plastic deformation, and can be driven by skeletal deformation.
- With ObiFluid, you can emit particle-based fluids with variable density, viscosity, surface tension, color, vorticity and viscosity (with buckling and coiling effects supported). The surface of fluids is rendered as a mesh. It can also simulate granular materials such as gravel/pebbles.
All Obi objects (ropes, cloth, softbodies and fluid) can collide against colliders, rigidbodies, other Obi objects and themselves, they can be attached to colliders and other Obi objects.
There's support for SDF (signed distance field) colliders, radial, directional and vortical force zones that can take on any shape.
You can programmatically add/remove/modify constraints, read/write any particle properties, access a list of contacts between particles and objects, perform parallel spatial queries such as raycasts or spherecasts, and much more. Simulation can be performed in either the CPU or the GPU.