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2018.1: Error Obi Parrticle Baker doesn`t exist.
#1
Dear Support Team,
when using Obi Fluid with Unity 2018.1.f91 I get the following error message:

Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist

Do you have a solution for this?

I apreciate your reply on this.

Greets,
Tim
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#2
(02-09-2018, 10:24 AM)StudioDeussen Wrote: Dear Support Team,
when using Obi Fluid with Unity 2018.1.f91 I get the following error message:

Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist

Do you have a solution for this?

I apreciate your reply on this.

Greets,
Tim

This is a bug in Unity:
https://issuetracker.unity3d.com/issues/...or-message

However it can be safely ignored, as it causes no adverse effects.
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#3
(03-09-2018, 08:46 AM)josemendez Wrote: This is a bug in Unity:
https://issuetracker.unity3d.com/issues/...or-message

However it can be safely ignored, as it causes no adverse effects.

Thanks for the fast reply.  So I will ignore that error message.  Do you have any tips or a tutorial on optimizing mobile performance?  I am doing a simple AR app using a water effect, like the one in the demo scene with the faucet.  But is is pulling down my fps on a android tablet heavily.
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#4
(03-09-2018, 11:48 AM)StudioDeussen Wrote: Thanks for the fast reply.  So I will ignore that error message.  Do you have any tips or a tutorial on optimizing mobile performance?  I am doing a simple AR app using a water effect, like the one in the demo scene with the faucet.  But is is pulling down my fps on a android tablet heavily.

On the simulation front, try to reduce the amount of density constraint iterations as much as it is acceptable for your purposes. Maybe disable anisotropy entirely (in the ObiSolver component, "anisotropy" slider to zero). Also try to keep the fluid material resolution as low as possible. See:

http://obi.virtualmethodstudio.com/tutor...rials.html

Rendering wise, you should use a mobile-friendly renderer (SimpleFluidRenderer is included, though it only does 2D). Mobile platforms usually are very fillrate limited, so they benefit from using half or quarter resolution fluid buffers. For full 3D-rendering in mobile devices you should really implement your own custom-tailored pipeline (renderer+shaders), using the included ones as starting point. There's no one-size-fits-all solution. See:

http://obi.virtualmethodstudio.com/tutor...ering.html
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