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Bug / Crash  DllNotFoundException: libOni
#1
Hey all,

I just add obi fluid asset to my project and have error: 

DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:40)

Any ideas on how to fix it?

Also on sample scenes, I don't see any particles. I am using Unity 2019.1.2f1 and work on HDRP.

Could you help me?
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#2
(14-05-2019, 09:09 AM)everest1986 Wrote: Hey all,

I just add obi fluid asset to my project and have error: 

DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:40)

Any ideas on how to fix it?

Also on sample scenes, I don't see any particles. I am using Unity 2019.1.2f1 and work on HDRP.

Could you help me?

Hi,

See the F.A.Q:
http://obi.virtualmethodstudio.com/tutorials/
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#3
(14-05-2019, 09:37 AM)josemendez Wrote: Hi,

See the F.A.Q:
http://obi.virtualmethodstudio.com/tutorials/

Thanks, for a quick response. 

But I still don't know if there is some possibility to run fluid particles on SRP. Because I see that physics is work correctly but particles are not visible for me.
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#4
(14-05-2019, 03:13 PM)everest1986 Wrote: Thanks, for a quick response. 

But I still don't know if there is some possibility to run fluid particles on SRP. Because I see that physics is work correctly but particles are not visible for me.

Again, answered in the F.A.Q:
http://obi.virtualmethodstudio.com/tutorials/

Quote:
Quote:Does it support SRP (Scriptable Render Pipeline)?

Cloth, Rope and Softbodies support SRP out of the box, since they do not perform any custom rendering. Obi Fluid does include a custom rendering pipeline based on screen-space ellipsoid splatting, that has yet to be tested for compatibility with SRP.

So for the time being, the built-in renderer does not work correctly with the SRP. We will test and add support for it in v4.4. Physics will work regardless of the rendering pipeline, though. For the time being, you could write your own custom SRP pipeline to include fluid rendering, or use Unity's standard pipeline which is fully compatible with the current fluid rendering pipeline.
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