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Bug / Crash  Frequent crash after assign the FluidPassCompute
#6
(12-05-2024, 09:59 AM)spikebor Wrote: I have this bug when pack the fluid solver in a prefab and spawn them in play mode.

package: https://drive.google.com/file/d/1rEWCgX9...sp=sharing

log: https://drive.google.com/file/d/19wXd_TA...sp=sharing
The ObiRigidbody.cs call this 
Code:
        private void UpdateVelocities(float stepTime)
        {
            // differentiate positions/orientations to get our own velocites for kinematic objects.
            // also useful for animations.
            if (unityRigidbody.isKinematic && stepTime > 0)
and crash the Editor. In further debug, I saw that it calls in the Solver's gameobject, but the Solver's gameobject does not actually have any ObiRigidbody there.

The bug is easy to reproc, can disable the solver's gameobject in edit mode, then after enter play mode, enable the gameobject.
Or spawn a prefab with the fluid solver setup inside.
Somehow the system wants to have solver already on a visible gameobject on start, or else it will throw errors.

Hi,

I'm unable to reproduce this. Tried adding a ObiSolver+ObiEmitter to a prefab, and:
- Disable the solver GameObject in editor, then enable its once in play mode.
- Instantiate the prefab at runtime.

The unity package you shared only contains a couple fluid blueprints (Spikebor/Integration/Runtime/Obi/Fluid/Data) a blend file and a couple prefabs (Spikebor/Integration/Runtime/Obi/Common/FBX). There's no scenes or scripts in its, so I've tried spawning both pool prefabs but no error takes place. Could you share a scene that reproduces this issue?

kind regards,
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Messages In This Thread
RE: Frequent crash after assign the FluidPassCompute - by josemendez - 13-05-2024, 10:01 AM