Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Obi Cloth glitching in HDRP build
#1
I'm currently working with the obi cloth package in unity 2020.2.3f1 (HDRP) and in the editor everything works perfecly fine. But when I build the project the cloth in the build is super buggy and jittering all over the place and glitching in the air. I'm not sure if it's because I'm using the hdrp or if it's something something else?
Reply
#2
(10-03-2021, 11:40 AM)Azraael Wrote: I'm currently working with the obi cloth package in unity 2020.2.3f1 (HDRP) and in the editor everything works perfecly fine. But when I build the project the cloth in the build is super buggy and jittering all over the place and glitching in the air. I'm not sure if it's because I'm using the hdrp or if it's something something else?

Hi there,

Simulation is performed independently of rendering, rendering is taken care of by Unity using whichever pipeline you're using. So cloth is completely render-pipeline agnostic. Also, simulation is performed exactly the same way in-editor and in the standalone build.

There must be some difference in the build's code/assets leading to this. Can you give more info about your project? (Obi version, backend used, kind of cloth being used, etc)
Reply
#3
(10-03-2021, 11:47 AM)josemendez Wrote: Hi there,

Simulation is performed independently of rendering, rendering is taken care of by Unity using whichever pipeline you're using. So cloth is completely render-pipeline agnostic. Also, simulation is performed exactly the same way in-editor and in the standalone build.

There must be some difference in the build's code/assets leading to this. Can you give more info about your project? (Obi version, backend used, kind of cloth being used, etc)
Hey, thanks for the fast answer!
I made a short video of the issue and the unity project and added some pictures of my settings. It's probably easyer to see the problem this way since I'm not that much of an expert in Unity

here's the short overview:
https://youtu.be/-Ek_bBGUNDA

Settings:
https://imgur.com/a/TqVYVYo
Reply
#4
(10-03-2021, 12:49 PM)Azraael Wrote: Hey, thanks for the fast answer!
I made a short video of the issue and the unity project and added some pictures of my settings. It's probably easyer to see the problem this way since I'm not that much of an expert in Unity

here's the short overview:
https://youtu.be/-Ek_bBGUNDA

Settings:
https://imgur.com/a/TqVYVYo

I see you're using proxies. These require your mesh to have tangent data, but Unity has an option that strips it out from the build unless shaders use them. Try disabling it, see: https://docs.unity3d.com/ScriptReference...nents.html

Also, you're using the Burst backend, but haven't installed the required dependencies. While this is unlikely to have anything to do with the problem at hand, it's best to either switch to the Oni backend or install the dependencies. See the warning that appears in the solver:
[Image: HHE5sEw.png]

See:http://obi.virtualmethodstudio.com/tutorials/backends.html
Reply
#5
(10-03-2021, 12:57 PM)josemendez Wrote: I see you're using proxies. These require your mesh to have tangent data, but Unity has an option that strips it out from the build unless shaders use them. Try disabling it, see: https://docs.unity3d.com/ScriptReference...nents.html

Also, you're using the Burst backend, but haven't installed the required dependencies. While this is unlikely to have anything to do with the problem at hand, it's best to either switch to the Oni backend or install the dependencies. See the warning that appears in the solver:
[Image: HHE5sEw.png]

See:http://obi.virtualmethodstudio.com/tutorials/backends.html
Is this also relevant for the non Proxy flags on the Penguin hats?

[attachment=908 Wrote:Azraael pid='9265' dateline='1615377791']Is this also relevant for the non Proxy flags on the Penguin hats?
I changed it to oni now, but that does not seem to be the issue.

Maybe the errors might give some inisght >.<


Attached Files Thumbnail(s)
   
Reply
#6
Quote:Is this also relevant for the non Proxy flags on the Penguin hats?

Not really. In that case, the issue might also be related to a recent Unity bug introduced in 2020.2, where Time.deltaTime returns incorrect values in the build. See:
https://forum.unity.com/threads/fixedupd...st-6893936

Disabling interpolation in the ObiSolver component (set it to none) should fix it.

(10-03-2021, 01:03 PM)Azraael Wrote: Maybe the errors might give some inisght >.<

If you're not using URP, the included URP shaders can/should be removed. Either way they won't affect the simulation.
Reply
#7
(10-03-2021, 01:23 PM)josemendez Wrote: Not really. In that case, the issue might also be related to a recent Unity bug introduced in 2020.2, where Time.deltaTime returns incorrect values in the build. See:
https://forum.unity.com/threads/fixedupd...st-6893936

Disabling interpolation in the ObiSolver component (set it to none) should fix it.


If you're not using URP, the included URP shaders can/should be removed. Either way they won't affect the simulation.
Yess!! It worked, thank you so much Gran sonrisa
Reply