IOS Build stuck - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Fluid (https://obi.virtualmethodstudio.com/forum/forum-3.html) +--- Thread: IOS Build stuck (/thread-2255.html) |
RE: IOS Build stuck - kyongtai - 17-07-2020 (17-07-2020, 02:11 PM)josemendez Wrote: Hi, YES, I want it! n I sent RE: IOS Build stuck - kyongtai - 17-07-2020 (17-07-2020, 10:07 AM)josemendez Wrote: What renderer are you using? SimpleFluidRenderer, or the standard FluidRenderer? Both should run fine anyway, but just to narrow the issue down. Here's the simple fluid renderer running in an iPhone 7: xCode 11.3.1 build error. delete DerivedData and clean project, it's same. I can't build https://prnt.sc/tjph90 RE: IOS Build stuck - josemendez - 17-07-2020 (17-07-2020, 04:54 PM)kyongtai Wrote: xCode 11.3.1 build error. For building with 11.3.1, you need a Obi version that has been compiled with Xcode 11.3.1, due to bitcode compatibility. You can't use bitcode generated with newer XCode versions, as XCode does not provide backwards bitcode compatibility. This means you need to use Obi 5.1, 5.2, or 5.4. I'm sending 5.4 to you. RE: IOS Build stuck - kyongtai - 18-07-2020 (17-07-2020, 06:04 PM)josemendez Wrote: For building with 11.3.1, you need a Obi version that has been compiled with Xcode 11.3.1, due to bitcode compatibility. You can't use bitcode generated with newer XCode versions, as XCode does not provide backwards bitcode compatibility. I can't see fluid on your sample scene. and also not see on device Once I check Obi particle renderer/ Render, it shows. https://youtu.be/b1dT64GXR90 RE: IOS Build stuck - josemendez - 19-07-2020 (18-07-2020, 01:54 PM)kyongtai Wrote: I can't see fluid on your sample scene. and also not see on device Sample scenes are designed for the built in pipeline. You need to add a ObiFluidRendererFeature to your URP renderer, if using URP. RE: IOS Build stuck - kyongtai - 20-07-2020 (19-07-2020, 06:15 PM)josemendez Wrote: Sample scenes are designed for the built in pipeline. You need to add a ObiFluidRendererFeature to your URP renderer, if using URP.[/url] This is my setting. am I wrong? [url=https://prnt.sc/tkw8v5]https://prnt.sc/tkwa70 https://prnt.sc/tkw8v5 AND THERE IS CRITICAL BUG on pc https://prnt.sc/tkwe9k so, I deleted FluidShaderURP.shader, OpaqueFluidShaderURP.shader then editor is normal, https://prnt.sc/tkwi79 but huge warning, fluids not appear https://prnt.sc/tkwpg2 RE: IOS Build stuck - josemendez - 20-07-2020 Quote:AND THERE IS CRITICAL BUG on pc sampler2D_float is a valid high-precision sampler declaration, as stated in the Unity docs. https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html Check if your platform supports high-precision (floating point) textures. If it doesn't (which is very strange, as most modern GPUs do, even mobile ones), you can replace the sampler2D_float declaration in Obi/Resources/ObiMaterials/URP/ObiFluidsURP.cginc with sampler2D. That will fix it. From Unity's docs: Quote:Most modern mobile GPUs actually only support either 32-bit numbers (used for float type) or 16-bit numbers (used for both half and fixed types). All PC GPUs that support Direct3D 10 support very well-specified IEEE 754 floating point standard. Mobile GPUs can have slightly different levels of support. Quote:so, I deleted FluidShaderURP.shader, OpaqueFluidShaderURP.shader then editor is normal, By deleting the shaders, the fluid renderer will no longer work. They are needed for fluid to be rendered at all. Quote:but huge warning, fluids not appear This is of course due to the fact that you simply deleted the shaders used to render the fluid. You can't delete required files and expect things to still work. RE: IOS Build stuck - kyongtai - 20-07-2020 (20-07-2020, 08:11 AM)josemendez Wrote: sampler2D_float is a valid high-precision sampler declaration, as stated in the Unity docs. How do I check my platform supports high-precision textures? After I replace the sampler2d_float with sampler2D, On PC - it works as well (I didn't test on device, just fine on Editor) On Mac - it's not works. I have to check Render option in Obi Particle Renderer to see fluids. - come back to same scene, fluid is not appear in first time RE: IOS Build stuck - josemendez - 20-07-2020 (20-07-2020, 01:50 PM)kyongtai Wrote: How do I check my platform supports high-precision textures? Hi, Mac is our primary development platform, we develop there and then test in all other platforms. We could not reproduce any issues in mac. If using reflection/refraction in the renderer feature, make sure to enable depth and opaque texture generation in your pipeline asset. Let me know if the issue persists. RE: IOS Build stuck - kyongtai - 21-07-2020 (20-07-2020, 03:56 PM)josemendez Wrote: Hi, YEAH, it works after check depth and opaque texture and restart unity. And also after disable the depth and opaque, it works too it's so weird - I replaced simple2D with sampler2D_float, it works too!! (but, pc doesn't works with sampler2d_float ) WHAT IS THIS??!! I enable depth and opaque texture gerneration in my pipeline asset when I build (xCode 11.3.1) -> disable depth and opaque, fluids not appears on device Anyway, I build via xCode 11.3.1, check below video. The result of mobile(iphone xr) and unity editor are too different. |