13-05-2024, 10:01 AM
(This post was last modified: 13-05-2024, 10:05 AM by josemendez.)
(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
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.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)
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,