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Build failure - Obi shader errors |
Posted by: timconkling - 27-04-2021, 05:55 PM - Forum: General
- Replies (5)
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I've just added ObiCloth to my project, and am trying to create a build. The build fails with several errors during shader compilation.
My setup:
- Compiling a Windows build
- Unity 2020.3.5f1 (the latest LTS release)
- ObiCloth 6.0.1 (the latest from the Asset Store)
- I'm using the Standard renderer - so it's possible I should just be removing those URP particle shaders from my project? (Two of the errors refer to URP shaders, and 2 refer to Standard shaders.)
Code: Shader error in 'Particles/Alpha Blended Premultiply Lit': 'UnityObjectToViewPos': no matching 1 parameter function at line 61 (on d3d11)
Compiling Vertex program with SOFTPARTICLES_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
Shader error in 'Particles/Alpha Blended Premultiply Lit': invalid subscript 'vertex' at line 61 (on d3d11)
Compiling Vertex program with SOFTPARTICLES_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
Shader error in 'Obi/URP/Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/ThirdParty/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)
Compiling Vertex program with _MAIN_LIGHT_SHADOWS
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Disabled keywords: _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
Shader error in 'Obi/URP/Simple Particles': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl'. at Assets/ThirdParty/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(3)
Compiling Vertex program with _MAIN_LIGHT_SHADOWS
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Disabled keywords: _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
Error building Player: 4 errors
Build completed with a result of 'Failed' in 96 seconds (95527 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <411aa9fd83b6416fab626ca292954771>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <411aa9fd83b6416fab626ca292954771>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
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How to make Obi Fluid work in Oculus Quest 2 |
Posted by: alpaib - 27-04-2021, 04:42 PM - Forum: Obi Fluid
- Replies (6)
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Hello, I recently bought your asset, but I can't get it to work in Oculus Quest 2 (not rendering).
I've been reading some posts, but I can't find how to make it step by step.
Would be thankful if someone helps me.
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Shader error in 'Obi/URP/Simple Particles' |
Posted by: hitchhikers - 23-04-2021, 12:33 PM - Forum: Obi Rope
- Replies (2)
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Hi!
I seem to have trouble with building my unity project and I don't really understand why.
I'm using oculus quest and photon 2 and the project had no problems before I tried to add a rope to the game.
I got these error messages:
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(5) (on gles)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(5) (on gles3)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(6) (on gles)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(6) (on gles3)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(7) (on gles)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(7) (on gles3)
How do I fix this?
Thank you
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Crashes when invMasses is set to zero |
Posted by: momns - 23-04-2021, 10:55 AM - Forum: Obi Fluid
- Replies (4)
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Please excuse my English!
I need to stop the fluid from moving (I don't want it to flow any more).
I stop the movement of the fluid by doing the following
Code: for (int i = 0; i < emitter.solverIndices.Length; ++i){
int solverIndex = emitter.solverIndices[i];
float invMass = emitter.solver.invMasses[solverIndex];
emitter.solver.invMasses[solverIndex] = 0;
}
However, when I run this code, the fluid display disappears and a crash occurs.
The error is as follows
What are the possible causes?
Code: Converting invalid MinMaxAABB
UnityEngine.Mesh:SetVertices (System.Collections.Generic.List`1<UnityEngine.Vector3>)
Obi.ParticleImpostorRendering:Apply (UnityEngine.Mesh) (at Assets/Obi/Scripts/Common/Rendering/ParticleImpostorRendering.cs:39)
Obi.ParticleImpostorRendering:UpdateMeshes (Obi.IObiParticleCollection) (at Assets/Obi/Scripts/Common/Rendering/ParticleImpostorRendering.cs:150)
Obi.ObiParticleRenderer:DrawParticles (Obi.ObiActor) (at Assets/Obi/Scripts/Common/Rendering/ObiParticleRenderer.cs:80)
Obi.ObiActor:Interpolate () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1189)
Obi.ObiSolver:Interpolate (single,single) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1622)
Obi.ObiUpdater:Interpolate (single,single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:110)
Obi.ObiFixedUpdater:Update () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:62)
Mesh 'Particle impostors': abnormal mesh bounds - most likely it has some invalid vertices (+/-inifinity or NANs) due to errors exporting.
Mesh bounds min=(nan, nan, nan), max=(nan, nan, nan). Please make sure the mesh is exported without any errors.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
And I saw in another thread that you also need the following code to stop the fluid.
It seems that solver does not have UpdateParameters in the current version.
Code: emitter.solver.distanceConstraintParameters.enabled = false;
emitter.solver.UpdateParameters();
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Obi Collider Not Colliding |
Posted by: bwaffles - 23-04-2021, 08:14 AM - Forum: General
- Replies (2)
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Obi as a whole for me is all very new, so I hope this isn't too stupid of a question, but I'm trying to get Obi's physics to work with VR and I can't get my hands to collide with anything. I've tested boxes and normal collisions in my scene and everything works ok, but I add a collider to my hands and it just passes through everything. I did find in the documentation to check phases, but that didn't change anything either. Anyways, I know this is probably a stupid question, but if anyone can point me in the right direction I'd be grateful.
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