02-03-2021, 09:54 AM
(This post was last modified: 02-03-2021, 11:17 AM by josemendez.)
Taking a look at it right now
About Moving?
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02-03-2021, 09:54 AM
(This post was last modified: 02-03-2021, 11:17 AM by josemendez.)
Taking a look at it right now
02-03-2021, 11:59 AM
Hi there,
I can't reproduce any issues in either platform, it behaves exactly as in-editor. Tested on iPhone 7 (iOS 14.4) and Xiaomi A2 Lite, here's a video: Another user recently reported strange behavior on iOS, but it wasn't reproducible as well: http://obi.virtualmethodstudio.com/forum...-2779.html What simulation backend are you using? are you using Burst? if so, have you installed the Burst dependencies?
02-03-2021, 12:23 PM
(This post was last modified: 02-03-2021, 12:24 PM by josemendez.)
Further testing reveals there's a bug in interpolation, when using the Oni backend in mobile platforms. Using Burst (as I was in the video above), disabling interpolation, or running in a platform other than iOS/Android does not trigger this issue. Will fix it and provide a patch asap.
As a workaround, use Burst (preferred option, as Oni will eventually be deprecated) or disable interpolation in the ObiSolver. thanks for reporting this!
02-03-2021, 01:54 PM
(This post was last modified: 02-03-2021, 02:27 PM by josemendez.)
Turns out this is a bug in Unity: Time.deltaTime returns incorrect values (often negative) since Unity 2020.2. This isn't reproducible in editor. Why is this the case, I don't know. I suspect it's related to this: https://blogs.unity3d.com/es/2020/10/01/...d-it-take/
Since Oni relies on Time.deltaTime / Time.fixedDeltaTime to perform interpolation, the resulting interpolated particle positions are wrong. The Burst backend however, clamps this quotient to <0,1>, so any negative values turn to 0 and the result of interpolation is always the position from the last frame. In the next update I will clamp interpolation in Oni too, but this is far from ideal. Will report this bug to Unity. Edit: Posted in the Unity forums to get some more insight on this: https://forum.unity.com/threads/fixedupd...2.1067567/
02-03-2021, 02:42 PM
(02-03-2021, 01:54 PM)josemendez Wrote: Turns out this is a bug in Unity: Time.deltaTime returns incorrect values (often negative) since Unity 2020.2. This isn't reproducible in editor. Why is this the case, I don't know. I suspect it's related to this: https://blogs.unity3d.com/es/2020/10/01/...d-it-take/thx for your help,if i use the 2020.2 and just use the Burst to this project,it can fix this bug?
02-03-2021, 02:44 PM
02-03-2021, 03:11 PM
03-03-2021, 02:11 PM
(02-03-2021, 01:54 PM)josemendez Wrote: Turns out this is a bug in Unity: Time.deltaTime returns incorrect values (often negative) since Unity 2020.2. This isn't reproducible in editor. Why is this the case, I don't know. I suspect it's related to this: https://blogs.unity3d.com/es/2020/10/01/...d-it-take/I find this Bug in other unity version,it 2020.1.17f1c1. oni mode and not interpolation whit android.
03-03-2021, 02:28 PM
(This post was last modified: 03-03-2021, 02:59 PM by josemendez.)
(03-03-2021, 02:11 PM)zero16832 Wrote: I find this Bug in other unity version,it 2020.1.17f1c1. oni mode and not interpolation whit android. I've been unable to reproduce anything similar in older Unity versions, yesterday I tried: - Unity 2018.4 + Obi 4.1 - Unity 2019.3 + Obi 6.0.1 - Unity 2020.1 + Obi 6.0.1 - Unity 2020.2 + Obi 6.0.1 All using the Oni backend. In could only reproduce this in 2020.2, so I generated a minimal repro project for Unity and reported the bug. So this must probably be a different bug. Can you provide a repro project/scene so that I can test it under the exact same conditions as you?
03-03-2021, 02:38 PM
(This post was last modified: 03-03-2021, 02:59 PM by josemendez.)
(03-03-2021, 02:28 PM)josemendez Wrote: I've been unable to reproduce anything similar in older Unity versions, yesterday I tried:i have send your in email yesterday? |
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