Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Not Building on iOS and collisions issue
#4
Quote:I have downgraded xcode to 11.3 and now the invalid bitcode issue. Searched everywhere for solution but there is none.

Quoting myself in the previous post:
"For now, the only workaround is to use XCode 11.3 or 11.3.1 with Obi 5.1. Drop us a line at support(at)virtualmethodstudio.com if you need any previous version."

As you'd already know, iOS bitcode versions are not backwards compatible. To build with 11.3 you need Obi 5.1. Write to support(at)virtualmethodstudio.com and I'll send it to you.

Quote:I have watched your tutorials and followed collision callbacks. Its not Logging anything and i can't do anything until this get sorted.

What do you mean by "logging"? Collisions, with or without callbacks, will not log anything to the console by default (unless you log some info yourself within the callback). I don't understand what you mean. Maybe if you actually explain what you want to achieve, I'll be able to help you. Do you want to trigger a function upon collision with a certain collider? Do you want to count collisions, or something similar? What have you tried so far? Can you share your callback functions, and the code you used to subscribe to the collision events?

Quote:You have worked really hard and its a really great asset but you need to do a step by step tutorial to make it perfect because its takes days to figure out. Not happy

For simulation:
- Create a ObiEmitter and assign a fluid blueprint.
- Add a ObiCollider component to any object you want to collide with the fluid.

For rendering:
- Add a ObiFluidRenderer to the camera(s) you want to render from, with the materials you want to use.
- Assign the particle renderers to the fluid renderer, making sure its "render" checkbox is disabled (to render the fluid surface only, not the particles)

Not much else to do. From that point on it's all parameter-tweaking until you get the results you need. For a subject as complex as fluid simulation (that usually requires quite deep knowledge both about physics and rendering) I'd say setup is rather simple. What are you having problems with? In your opinon is there any part of the manual that would need to improve?
Reply


Messages In This Thread
RE: Not Building on iOS and collisions issue - by josemendez - 03-05-2020, 05:24 PM