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Minimum requirement for PC spec |
Posted by: Brook - 01-09-2017, 05:44 AM - Forum: Obi Fluid
- Replies (1)
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Hi, I would like to know that what is the minimum requirement for PC spec that will achieve the 60 fps, the test case will be just a simple water pouring from one glass to another glass.
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Triangle Skin Map editor broken |
Posted by: PeterP - 31-08-2017, 04:54 PM - Forum: Obi Cloth
- Replies (1)
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Hi
I'm trying to use proxies for my cloth simulation but my proxy editor is broken, materials are missing on both source and target mesh and if I try to paint them anyway they disappear from the scene as soon as I click them. I tried it on fresh, clean projects in Unity 5.6.3p1, 5.6.1, 2017.1.0p4 and 2017.1.0p5 on 2 separate machines. Other parts of this plugin seem to work fine.
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Rope Position Inconsistencies over Network |
Posted by: PhantomBadger - 30-08-2017, 10:58 AM - Forum: Obi Rope
- Replies (1)
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Hi all,
Im currently working on a networked app with ObiRope, and we have a slight issue wherein the rope has slightly inconsistent positions when networked, now a slight difference is ok, but the difference at the edge of the rope - where it is connected to an object, are quite drastic, often having the rope stick out (See Image below)
For reference, my rope set up is structured as follows:
A - End-point Object A (Connection A in Hierarchy)
B - End-point Connector Object A (Point A in Hierarchy)
C - Obi Rope
[d]D[/d] - End-point Connector Object B (Point B in Hierarchy)
[e]E[/e] - End-point Object B (Connection B in Hierarchy)
Now, my original concern was this was an issue with my network solution. My current solution is to network the positions of the used particles in the ObiRope, Getting and setting them into Oni on each end. This was due to a client requirement to have 1-1 Rope Positions across client and server.
Used by the Server to assign positions to the network:
Code: /// <summary>
/// Sets the rope's current positions to the network using the Oni C++ Solver
/// </summary>
private void SetPositions()
{
if (entity.isAttached && ObiRope.particleIndices != null)
{
//Get the particle positions through the Oni .dll
Vector4[] particlePositions = new Vector4[ObiRope.UsedParticles];
Oni.GetParticlePositions(ObiRope.Solver.OniSolver, particlePositions, ObiRope.UsedParticles, ObiRope.particleIndices[0]);
//Bind them to the network until we're done or hit the hard limit
for (int i = 0; i < particlePositions.Length && i < PositionArrayHardLimit; i++)
{
state.RopePositions[i] = particlePositions[i];
}
}
}
Used by the client to get positions from the network
Code: /// <summary>
/// Gets the rope's current positions from the network and sets our locals to that
/// </summary>
private void GetPositions()
{
if (entity.isAttached && ObiRope.particleIndices != null)
{
//Create a temporary array to hold all the particles we use
Vector4[] newPositions = new Vector4[ObiRope.UsedParticles];
//Retrieve the values from the network until we have them all or hit our hard limit
for (int i = 0; i < newPositions.Length && i < PositionArrayHardLimit; i++)
{
newPositions[i] = state.RopePositions[i];
}
//Set the particle positions using the Oni .dll in order to apply to the rope
Oni.SetParticlePositions(ObiRope.Solver.OniSolver, newPositions, newPositions.Length, ObiRope.particleIndices[0]);
}
}
With this in mind what could be causing this difference? Especially such a major difference at each end of the rope? My initial thought is it is the rendering portion of the set up, but I'm not sure.
Thanks!
EDIT:
From some further investigation, using Handles seems to be 100% fine, but then I cant move the other end of the rope by using the first, so I would assume the issue is with the pin constraints?
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compiler error on unity 2017 |
Posted by: lyn_mot - 30-08-2017, 09:09 AM - Forum: Obi Rope
- Replies (1)
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I just import your package to my project. It has compiler error.
Assets/Obi/Scripts/InspectorButtonAttribute.cs(36,14): error CS0101: The namespace `global::' already contains a definition for `InspectorButtonPropertyDrawer'
When I tried to solve it by deleting the related scripts, it has a lot of error.
Do you know what am I suppose to do with this?
(30-08-2017, 09:09 AM)lyn_mot Wrote: I just import your package to my project. It has compiler error.
Assets/Obi/Scripts/InspectorButtonAttribute.cs(36,14): error CS0101: The namespace `global::' already contains a definition for `InspectorButtonPropertyDrawer'
When I tried to solve it by deleting the related scripts, it has a lot of error.
Do you know what am I suppose to do with this?
it seems like the package is having crash with standard assets package "third person controller" and crossplatformimput"
anyone encounter the same problem?
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Build error "Shader error in 'Standard (Backfaces)'" |
Posted by: RoryMakarov - 29-08-2017, 07:05 PM - Forum: Obi Rope
- Replies (1)
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When doing a build and run I am getting this error with the latest asset version:
Shader error in 'Standard (Backfaces)': invalid output semantic 'TEXCOORD8': Legal indices are in [0,7] invalid vs_2_0 output semantic 'TEXCOORD8' at Assets/Obi/Resources/ObiMaterials/UnityStandardCoreBackfaces.cginc(351) (on d3d9)
Compiling Vertex program with DIRECTIONAL
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA
Error building Player: Shader error in 'Standard (Backfaces)': invalid output semantic 'TEXCOORD8': Legal indices are in [0,7] invalid vs_2_0 output semantic 'TEXCOORD8' at Assets/Obi/Resources/ObiMaterials/UnityStandardCoreBackfaces.cginc(351) (on d3d9)
Compiling Vertex program with DIRECTIONAL
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA
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