02-05-2025, 04:36 PM
Okay! Narrowed down the cause and it does seem to be a misconfiguration in one of my scenes but can be recreated fairly easily.
1. Create a new project, install Obi Fluid.
2. Open the "ComputeFluids" sample scene.
3. Create any 3d primitive object (cube, sphere, etc) and add Rigidbody and ObiRigidbody components to it (but not ObiCollider).
4. Enter play mode, exit play mode, and re-enter play mode again.
This causes a number of those "GarbageCollector disposing of GraphicsBuffer." warnings to appear in the console. If the rigidbody object has a proper ObiCollider component these warnings do not appear, nor do they appear with the Burst solver, only GPU compute.
I was not able to recreate the crash on exit with this, so I don't know if that is related to this issue or something else in my game, but it is a bit odd that adding those Dispose calls would also fix the crash if they weren't related.
I'll be going through my game scenes to track down these rogue collider-less rigidbodies. Not sure what if anything you would need to change on your end but there you go.
1. Create a new project, install Obi Fluid.
2. Open the "ComputeFluids" sample scene.
3. Create any 3d primitive object (cube, sphere, etc) and add Rigidbody and ObiRigidbody components to it (but not ObiCollider).
4. Enter play mode, exit play mode, and re-enter play mode again.
This causes a number of those "GarbageCollector disposing of GraphicsBuffer." warnings to appear in the console. If the rigidbody object has a proper ObiCollider component these warnings do not appear, nor do they appear with the Burst solver, only GPU compute.
I was not able to recreate the crash on exit with this, so I don't know if that is related to this issue or something else in my game, but it is a bit odd that adding those Dispose calls would also fix the crash if they weren't related.
I'll be going through my game scenes to track down these rogue collider-less rigidbodies. Not sure what if anything you would need to change on your end but there you go.