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Obi7Fluid_beta Shader errors on build |
Posted by: Snail921 - 30-11-2023, 04:53 AM - Forum: Obi Fluid
- Replies (6)
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Hi,
After successfully installing Obi7Fluid_beta with a few small code modification you explained here, I add xr related plugin to the project, replace the main camera to OVR camera rig and tried to build it for the meta quest, then I received two shader errors in the log. They are two but seems the same error so maybe I can assume I got one error. The message is as below:
Code: Shader error in 'Shader Graphs/IndirectTransparent': invalid subscript 'shadowCoord' at /UnityProjects/URP_Obi7/Library/PackageCache/com.unity.shadergraph@14.0.9/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl(132) (on vulkan)
Compiling Subshader: 1, Pass: Pass, Vertex program with DIRECTIONAL LIGHTPROBE_SH STEREO_MULTIVIEW_ON _MAIN_LIGHT_SHADOWS
Platform defines: SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SCREEN SHADOWS_SHADOWMASK UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING VERTEXLIGHT_ON _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT
How can I fix this?
Unity 2022.3.13f1 (Android/URP/Vulkan)
Universal RP 14.0.9
Burst 1.8.9
Collections 2.1.4
Mathematics 1.2.6
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Physics-driven VR Fishing |
Posted by: astro.domine - 29-11-2023, 05:06 AM - Forum: Made with Obi
- Replies (2)
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Ultimately, my vision is of a VR fishing game in which you navigate lakes/rivers with a canoe or kayak and use an array of tackle to catch different species of fish. Haptic feedback is used to simulate the resistance of the fish on the line and reel. Everything is driven by actual rigidbody forces.
I have built a fish behavior system that allows the fish to respond to various kinds of stimuli with a range of behavior.
If this idea seems compelling to anyone, I am actively looking for another person to join the project as a developer or artist.
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How to soften the stick |
Posted by: KBTIT_ - 25-11-2023, 07:25 AM - Forum: Obi Softbody
- Replies (1)
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How can I determine the softness of an object?
For example, place a long stick horizontally in the air.
If you soften the hardness of this stick, the stick will bend, and so on.
I just want to do the same thing as DeformationGradient in Samples, but I don't know how to achieve this.
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Poor performance due to semaphore wait for signal |
Posted by: Henning - 20-11-2023, 07:57 PM - Forum: General
- Replies (4)
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Hi Obi team!
I have been trying to improve the time performance of my project recently with the Unity profiler.
One significant part of the CPU usage (40-50%) was under Obi fixed updater, "semaphore. wait for signal". As shown in the attached image.
I did some googling and it seems like that updater was waiting for the frame to be rendered? Just want to confirm this is correct and I should work on simplifying the rendering process.
Many thanks in advance!
Regards,
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