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Adding ARM 64-bit support without upgrading API |
Posted by: arrnav96 - 18-08-2019, 05:33 PM - Forum: Obi Cloth
- Replies (6)
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Hi, I've been using an older version of Obi Cloth which has the older API for getting particle positions, velocities, etc.
As this project is for a client, meaning it's time sensitive, doing a complete upgrade to the newer 4+ API does not seem to be possible as this project has 100+ Obi actors with their own cloth settings tuned to perfection.
Now the issue is, Google Play has made 64-bit support in apps mandatory recently, meaning I had to now turn on ARM64 as well (Along with already enabled ARMV7) while building the APK.
The project's actors all render fine inside the editor, but upon building to an Android device none of the actors render at all and the logcat shows that the Oni DLL could not be found or loaded.
Looking deeper into the Obi/Plugins folder, I briefly compared my current Plugins folder contents with the new 4+ Obi's Plugin folder and understood that only the newer version has ARM 64-bit support.
To confirm the issue, I built without the ARM64 option enabled and the build rendered actors correctly, confirming that Unity was previously unable to find a 64-bit supporting DLL plugin for Oni.
Tldr; Is there any way I can simply add ARM64 support to existing Obi cloth setup without actually upgrading the API/Updating Obi plugin?
Simply updating the package would mean multiple weeks of added work due to requiring re-initializing and re-tuning all actors, completely halting productivity in such a large project.
EDIT: I now tried using a copy of this project to update to latest Obi package, then set up a temporary actor - fully initializing it, then enabled 64-bit ARM option and built APK to device.
Still the same problem - The correctly set up Obi actor doesn't render at all and throws the same errors as before. Looks like this issue is something other than just 64-bit support from Obi/Plugins folder.
This is the constantly recurring DLL error I get when I try to enable 64-bit and build, regardless of the version of Obi cloth I used on device (Using Unity 2019.2.1f1) -
[attachment=389]
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Breaking Changes with Obi 5 |
Posted by: StudioTatsu - 14-08-2019, 09:23 PM - Forum: Obi Softbody
- Replies (2)
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Will there be many code-breaking changes with Obi 5 vs Obi 4?
We have created several pipeline tools using Obi v4 to speed up our workflow, but before we continue making tools - we need to know how drastic the API changes will be.
Thanks.
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[Physics.PhysX] cleaning the mesh failed |
Posted by: cubrman - 13-08-2019, 05:37 PM - Forum: Obi Cloth
- No Replies
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"[Physics.PhysX] cleaning the mesh failed"
I am constantly getting this message when playing the game in the editor. What is wrong? I might be wrong, but this usually happens, when the cloth is getting inside the cloth colider.
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Flipping cloth? ScaleX == -1? |
Posted by: cubrman - 13-08-2019, 05:29 PM - Forum: Obi Cloth
- Replies (12)
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I want to flip the cloth, that is to set it's scale X to -1, and I have two problems:
1) Cloth turns black (as if in the shadows) after the flip, even if you turn off the shadows.
2) Cloth obviously is not solved properly. But this is not a problem, because I have already solved a similar case with FinalIK, what I need is to know precicely where the solving is taking place and to flip my mesh back again just before and just after the solving process.
I am using a double-sided shader based off of the Standard Shader.
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Cloth mesh explodes during an online cession |
Posted by: cubrman - 13-08-2019, 11:18 AM - Forum: Obi Cloth
- Replies (4)
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As I host the server with the old version of unity's multiplayer code (NetworkManager) my client's cloth meshes explode after some game time has passed (turn into abominable mess that cover the entire screen). How do I approach handling this problem.
Client does not have this issue on his side.
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A12 Support |
Posted by: Naterr - 12-08-2019, 09:11 PM - Forum: Obi Fluid
- Replies (1)
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Is there any progress on support for the A12 on iOS? There is a bug causing the app to crash.
Thank you
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Idea: If you are not satisfied with trenchcoat simulations... |
Posted by: cubrman - 12-08-2019, 06:19 PM - Forum: Obi Cloth
- No Replies
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If you are simulating in local space, the trenchcoat (or cape)-type clothes would look lackluster when moving your character, esp. when running. Add a wind zone to the character, set the affected solver, set the Intensity so that the coat actually moves and then modulate intensity via script when the character is running - looks super cool.
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