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Broken scripts with update 6 -> 7
#3
Quote:In Obi 7, all ObiUpdater components have been removed. ObiSolvers now update themselves at the right time, automatically parallelizing work with other solvers in the scene. You should open up your scenes/prefabs and remove missing references to these components:

-ObiFixedUpdater
-ObiLateFixedUpdater
-ObiLateUpdater


Yes, I saw that.  I had an editor script that would seek them out and ensure they were added to the solver, so that I could then seek out and .Generate all the dynamically created ropes at edit time.  If we can fix my TightRope script above, then I think we're okay.


Quote:You should evaluate whether it's necessary for you to upgrade your project or stay on Obi 6, and maybe try 7 on upcoming projects.


As mentioned at the top of the thread, this IS evaluating 7 on a scratch project.  That doesn't mean I want to just throw out useful mechanisms that I have set up in my library of scripts and prefabs.  I also am considering buying the last Obi asset, Softbody, and am not going to attempt to have Obi 6 Rope for compatibility and Obi 7 Softbody in the same project.


Quote:Diffuse materials should also be picked up by Unity's auto-updater. Most of the objects in the scenes just use the Standard shader.


There are two "auto-updaters" in Unity.  One goes through the whole project looking for stuff to mangle, and one just updates the selected materials in the selected folder.  There's no middle ground to just update scenes in the Obi sample folder.  If your demo scenes don't rely on BiRP materials, then updating materials in the Obi folder would be sufficient.  Just a suggestion on how to make your asset bulletproof.
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Messages In This Thread
Broken scripts with update 6 -> 7 - by hariedo - 21-12-2024, 10:35 AM
RE: Broken scripts with update 6 -> 7 - by hariedo - 23-12-2024, 05:44 PM