How to make Obi Fluid work in Oculus Quest 2 - 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: How to make Obi Fluid work in Oculus Quest 2 (/thread-2894.html) |
How to make Obi Fluid work in Oculus Quest 2 - alpaib - 27-04-2021 Hello, I recently bought your asset, but I can't get it to work in Oculus Quest 2 (not rendering). I've been reading some posts, but I can't find how to make it step by step. Would be thankful if someone helps me. RE: How to make Obi Fluid work in Oculus Quest 2 - josemendez - 28-04-2021 (27-04-2021, 04:42 PM)alpaib Wrote: Hello, I recently bought your asset, but I can't get it to work in Oculus Quest 2 (not rendering). Hi there, The rendering method used by Obi (screen-space ellipsoid splatting) does not support single-pass stereo rendering, so you have to use one separate camera for each eye as explained in the FAQ: http://obi.virtualmethodstudio.com/faq.html Quote:Does it support VR (Virtual Reality)? Also, this thread might be useful: http://obi.virtualmethodstudio.com/forum/thread-2691.html?highlight=quest let me know if I can be of further help. RE: How to make Obi Fluid work in Oculus Quest 2 - alpaib - 28-04-2021 (28-04-2021, 07:48 AM)josemendez Wrote: Hi there, Thank you for your answer. I think I got it to work on Quest, but I can't interact with the fluid. Is there a way to do that? I am using the OVR player with controllers, so I added to colliders with a rigidbody (set to kinematics) to those controllers, and there is no effect. RE: How to make Obi Fluid work in Oculus Quest 2 - josemendez - 28-04-2021 (28-04-2021, 11:37 AM)alpaib Wrote: Thank you for your answer. I think I got it to work on Quest, but I can't interact with the fluid. Is there a way to do that? I am using the OVR player with controllers, so I added to colliders with a rigidbody (set to kinematics) to those controllers, and there is no effect. Make sure you've set up the colliders properly: add a ObiCollider component to them, make sure collisions are enabled in the solver, etc. For more info, see: http://obi.virtualmethodstudio.com/tutorials/collisions.html http://obi.virtualmethodstudio.com/tutorials/obisolver.html let me know if you have trouble getting it to work. RE: How to make Obi Fluid work in Oculus Quest 2 - alpaib - 28-04-2021 (28-04-2021, 11:44 AM)josemendez Wrote: Make sure you've set up the colliders properly: add a ObiCollider component to them, make sure collisions are enabled in the solver, etc. Thank you very much for those links, I am reading the documentation (I didn't find it before sorry ). Just one thing, I am having a problem with a shader (ScreenSpaceCurvatureFlow). It says "Shader error in 'Hidden/ScreenSpaceCurvatureFlow': undeclared identifier 'sampler_MainTex' at line 57 (on gles3)". Any idea? RE: How to make Obi Fluid work in Oculus Quest 2 - josemendez - 28-04-2021 (28-04-2021, 01:49 PM)alpaib Wrote: Thank you very much for those links, I am reading the documentation (I didn't find it before sorry ). Just one thing, I am having a problem with a shader (ScreenSpaceCurvatureFlow). It says "Shader error in 'Hidden/ScreenSpaceCurvatureFlow': undeclared identifier 'sampler_MainTex' at line 57 (on gles3)". Any idea? Hi, I'm unable to reproduce this. "sampler_MainTex" is DX11-style sampler syntax (https://docs.unity3d.com/Manual/SL-SamplerStates.html), not available in OpenGLE3 afaik. However that particular shader does not contain "sampler_MainTex" at all, it uses the traditional syntax "tex2D(_MainTex)" so there should be no problem. Maybe Unity is internally converting it to DX11 syntax? I'll ask on the Unity forums, as this looks like a bug. Edit: can you try changing the declaration in Assets/Obi/Resources/ObiMaterials/ScreenSpaceCurvatureFlow.shader line 44 from Code: sampler2D_float _MainTex; to Code: UNITY_DECLARE_DEPTH_TEXTURE(_MainTex); ? RE: How to make Obi Fluid work in Oculus Quest 2 - alpaib - 29-04-2021 (28-04-2021, 02:05 PM)josemendez Wrote: Hi, Hi Jose, I tried to delete the shader and the fluid seemed to be different, so I reimported and the error was fixed (don't know what happended haha). Thank you for everything! If I have any other problem or something that I am not able to understand well, I will write you. |