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RE: IOS Build stuck - kyongtai - 17-07-2020

(17-07-2020, 02:11 PM)josemendez Wrote: Hi,

ObiFluidRendererFeature is still in preview, only compatible with LWRP and early URP versions. We do have full URP support in 5.5, which is still in beta. I can send you the relevant files if you wish, just write to support(at)virtualmethodstudio.com.

cheers,

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:

https://www.youtube.com/watch?v=bn70QNEM9lg

Also: are you running one of the sample scenes, or a scene of your own? If it's one of your own, can you describe/post your setup?

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. 

delete DerivedData and clean project, it's same. I can't build 

https://prnt.sc/tjph90

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.

This means you need to use Obi 5.1, 5.2, or 5.4. I'm sending 5.4 to you.


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

Once I check Obi particle renderer/ Render, it shows. 


https://youtu.be/b1dT64GXR90

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
https://prnt.sc/tkwe9k

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, 
https://prnt.sc/tkwi79

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
https://prnt.sc/tkwpg2

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.
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:



By deleting the shaders, the fluid renderer will no longer work. They are needed for fluid to be rendered at all.



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.

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?


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

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,

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.


YEAH, Gran sonrisa it works after check depth and opaque texture and restart unity. 

And also after disable the depth and opaque, it works too  Indeciso  it's so weird

- I replaced simple2D with sampler2D_float, it works too!! (but, pc doesn't works with sampler2d_float )



WHAT IS THIS??!! Huh
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.