01-08-2024, 08:01 AM
(01-08-2024, 12:01 AM)Ben_bionic Wrote: looks like the issue I was having was that I had messed with a few things and was changing the length by to much. If you change the length by a large margin as I was doing to try and start with a lot of slack in the chain it would just go away. I now just do it a few times over the first few frames and get the result I was looking for.
Can't reproduce this either, using ChangeLength(largeValue) draws the entire chain for me. Where/when are you calling ChangeLength()? Is it called in response to user input, or in some Awake()/Start() method?
(01-08-2024, 12:01 AM)Ben_bionic Wrote: The only weird thing with chains that I am now fighting with is with the default chain I change it to compute and I get one chain link. I checked and the material is set to "Enable GPU Instancing" but even in the example compute shader scene if I change to a chain renderer I only ever see one link.
As per the manual:
Quote:The material used for rendering the chain must support GPU instancing, and if you're using the Compute backend, it must support indirect drawing. Obi includes an example of a ShaderGraph indirect instancing shader, which you can find at Obi/Resources/ObiMaterials/Common/Instanced/Compute/ProceduralInstanced.shadergraph.
Indirect drawing support is required when using the Compute backend, since drawcall data is not passed from the CPU but generated on the GPU. If you use a regular instancing material, only one link will be drawn since the amount of instances and their positions are ignored by the material.
kind regards,