12-04-2018, 04:23 PM
(This post was last modified: 12-04-2018, 04:26 PM by josemendez.)
(12-04-2018, 04:16 PM)NightFox Wrote: Hello. I'm using Unity3d 2017.3.0f3 (a9f86dcd79df)
After importing, I get such warnings and errors:
This is okay?Code:Assets/Obi/Editor/ObiParticleActorEditor.cs(161,22): warning CS0618: `UnityEditor.EditorApplication.playmodeStateChanged' is obsolete: `Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'
Assets/Obi/Editor/ObiTetherConstraintsEditor.cs(18,23): warning CS0649: Field `Obi.ObiTetherConstraintsEditor.tetherType' is never assigned to, and will always have its default value `0'
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:27)
DllNotFoundException: libOni
Obi.ObiMeshTopology.OnEnable () (at Assets/Obi/Scripts/DataStructures/ObiMeshTopology.cs:122)
DllNotFoundException: libOni
Obi.ObiTriangleSkinMap.OnEnable () (at Assets/Obi/Scripts/DataStructures/ObiTriangleSkinMap.cs:121)
DllNotFoundException: libOni
Obi.ObiDistanceField.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiDistanceField.cs:54)
These "DllNotFoundException: libOni" there are 256.
Physics works but not as efficiently as we would like.
I checked on intel i3, Clothstaticmeshcollider demo gives out 400-500ms for CPU.
What processor do you use?
Is the loss of performance related to the errors above?
Are there any best practices for better performance?
Thanks.
Hi there,
When importing a package, Unity sometimes fails to hot-load new native plugins, and that results in the error you describe. Simply restart Unity and it should be fine.
Regarding performance, this video might be of interest:
https://www.youtube.com/watch?v=sUVqa-72-Ms
Death spiralling is a very common issue when working with demanding physics. It is of critical importance for you to understand how physics work in Unity (fixed-timestep) and how to tune timestep parameters in order to work with Obi (and pretty much any other physics engine).