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IOS Build stuck
#21
(05-06-2020, 09:56 AM)josemendez Wrote: Refund done. The store will return your money within 7-10 working days.

Remember that XCode 11.3.1 and older builds fine, in case you want to try it.

Unforently, this not work for me
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#22
I can confirm that using older xcode and older obi plugin works. 

I used Xcode 11.3 + Obi 5.4
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#23
I can build via xCode 12.0 (beta2)

But, the fluid is not shown on device (iPhone XR, 7)
https://youtu.be/FTGcPfuOQ7g


Furthemore, before I build my unity project, fluid shows as well in Editor. But, it shows no fluid after build.
https://youtu.be/N9zQuQb-VAU
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#24
(17-07-2020, 04:15 AM)kyongtai Wrote: I can build via xCode 12.0 (beta2)

But, the fluid is not shown on device (iPhone XR, 7)
https://youtu.be/FTGcPfuOQ7g


Furthemore, before I build my unity project, fluid shows as well in Editor. But, it shows no fluid after build.
https://youtu.be/N9zQuQb-VAU

Hi,

Fluid shows on device fine for us (iPhone 7, built with XCode 11.3.1). Do any errors/warnings appear on the Xcode console while running the game on the device?
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#25
(17-07-2020, 08:30 AM)josemendez Wrote: Hi,

Fluid shows on device fine for us (iPhone 7, built with XCode 11.3.1). Do any errors/warnings appear on the Xcode console while running the game on the device?


not specially..
I will try to build with xCode 11.3.1.

Code:
[b]2020-07-17 17:39:30.961414+0900 next[1384:575704] Built from '2019.3/staging' branch, Version '2019.3.15f1 (59ff3e03856d)', Build type 'Release', Scripting Backend 'il2cpp'[/b]
[b]-> applicationDidFinishLaunching()[/b]
[b]-> applicationDidBecomeActive()[/b]
[b][Subsystems] Discovering subsystems at path /private/var/containers/Bundle/Application/91491530-C09C-48B7-9CD8-8CACE263895D/next.app/Data/UnitySubsystems[/b]
[b]GfxDevice: creating device client; threaded=1[/b]
[b]Initializing Metal device caps: Apple A10 GPU[/b]
[b]Initialize engine version: 2019.3.15f1 (59ff3e03856d)[/b]
[b]2020-07-17 17:39:31.657993+0900 next[1384:575704] Unbalanced calls to begin/end appearance transitions for <UIViewController: 0x10496dc80>.[/b]
[b]UnloadTime: 4.581792 ms[/b]
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#26
(17-07-2020, 09:42 AM)kyongtai Wrote: not specially..
I will try to build with xCode 11.3.1.

Code:
[b]2020-07-17 17:39:30.961414+0900 next[1384:575704] Built from '2019.3/staging' branch, Version '2019.3.15f1 (59ff3e03856d)', Build type 'Release', Scripting Backend 'il2cpp'[/b]
[b]-> applicationDidFinishLaunching()[/b]
[b]-> applicationDidBecomeActive()[/b]
[b][Subsystems] Discovering subsystems at path /private/var/containers/Bundle/Application/91491530-C09C-48B7-9CD8-8CACE263895D/next.app/Data/UnitySubsystems[/b]
[b]GfxDevice: creating device client; threaded=1[/b]
[b]Initializing Metal device caps: Apple A10 GPU[/b]
[b]Initialize engine version: 2019.3.15f1 (59ff3e03856d)[/b]
[b]2020-07-17 17:39:31.657993+0900 next[1384:575704] Unbalanced calls to begin/end appearance transitions for <UIViewController: 0x10496dc80>.[/b]
[b]UnloadTime: 4.581792 ms[/b]

Hi there,

Does not look like the physics lib is actually running, there should be more stuff in the log. Try enabling the ObiParticleRenderer's "render" checkbox. If particles are not visible in the device, then it means the engine is not running at all. This could be due to the lib not being exported to the Xcode project, or some other issue.
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#27
(17-07-2020, 09:58 AM)josemendez Wrote: Hi there,

Does not look like the physics lib is actually running, there should be more stuff in the log. Try enabling the ObiParticleRenderer's "render" checkbox. If particles are not visible in the device, then it means the engine is not running at all. This could be due to the lib not being exported to the Xcode project, or some other issue.


particles are visible in device as well
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#28
(17-07-2020, 10:02 AM)kyongtai Wrote: particles are visible in device as well

What renderer are you using? SimpleFluidRenderer, or the standard FluidRenderer? Both should run fine anyway, but just to narrow the issue down. Here's the simple fluid renderer running in an iPhone 7:

https://www.youtube.com/watch?v=bn70QNEM9lg

Also: are you running one of the sample scenes, or a scene of your own? If it's one of your own, can you describe/post your setup?
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#29
(17-07-2020, 10:07 AM)josemendez Wrote: What renderer are you using? SimpleFluidRenderer, or the standard FluidRenderer? Both should run fine anyway, but just to narrow the issue down. Here's the simple fluid renderer running in an iPhone 7:

https://www.youtube.com/watch?v=bn70QNEM9lg

Also: are you running one of the sample scenes, or a scene of your own? If it's one of your own, can you describe/post your setup?

unity 2019.3.15,  URP
I changed ObiFluidRenderFeature.cs, using using UnityEngine.Rendering.Universal

https://youtu.be/50n9Gw7UuI4


I was testing your sample scenes (some of them are not show fluid even on editor)
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#30
(17-07-2020, 12:41 PM)kyongtai Wrote: unity 2019.3.15,  URP
I changed ObiFluidRenderFeature.cs, using using UnityEngine.Rendering.Universal

https://youtu.be/50n9Gw7UuI4


I was testing your sample scenes (some of them are not show fluid even on editor)

Hi,

ObiFluidRendererFeature is still in preview, only compatible with LWRP and early URP versions. We do have full URP support in 5.5, which is still in beta. I can send you the relevant files if you wish, just write to support(at)virtualmethodstudio.com.

cheers,
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