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Obi Softbody – Dev Community

Obi Softbody – Dev Community

Tsunami 20 June, 2025
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User Rating 3.92 (12 votes)

With Obi Softbody you can simulate complex elastoplastic softbodies composed of thousands of polygons, complete with collisions, self-collisions, and rigid body interaction.

For more details this asset from the Unity Asset Store: Click Here

Obi Softbody v7.1 (13 Jun 2025) (Latest version)

VIP Only

Obi Softbody v7.0.5 (12 Mar 2025)

Faster Download Download Now

Obi Softbody v7.0.3

VIP Only

Obi Softbody v7.0.1

VIP Only

Obi Softbody v6.5.1

Download Now

Obi Softbody v6.4

(Tested with Unity version 2020.3.23f1)

Download Now

Obi Softbody v6.3

(Tested with Unity version 2020.3.23f1)

Download Now

Obi Softbody v6.0.1

Download Now

Obi Softbody v5.0

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Obi Softbody is a high-quality, high-performance soft body physics engine based on cutting-edge technology. Simulate complex elastoplastic softbodies composed of thousands of polygons, complete with collisions, self-collisions and rigid body interaction.

Disclaimer: this is not a clay/mesh sculpting tool, and is not suitable as a starting point to make one. Does not support topological changes in the meshes.

Softbodies are physically represented by a set of ellipsoidal particles held together by shape-matching constraints. This way, they can deform both elastically (restoring their rest shape) or plastically (absorbing some of the deformation into their rest shape).

Available for Windows, Mac, iOS and Android.

Links
Obi Website
Community and Support Forum

Features:
– Advanced oriented-particle XPBD solver.
– One-click softbody generation.
– Turn entire objects into softbodies, as well as specific parts of characters.
– Softbodies can deform plastically: part of the deformation is absorbed into their rest shape. They can also recover from plastic deformation. – Unconditionally stable: the simulation will never blow up.
– Two-way rigid body interaction: softbodies will react to rigidbodies and vice-versa.
– Modular solver: don’t waste performance, only use the constraints your softbody needs.
– Per module adjustable solver iteration count.
– Works with all kinds of meshes, even non-manifold ones. – Any part of a softbody can be attached to any collider/rigidbody, using rotating as well as fixed orientation links.
– Self and inter-collisions: softbodies can collide with themselves and other softbodies. – Automatic camera culling: non-visible softbodies won’t consume resources.
– Easily extensible and modular architecture.

 

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