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Help  Fluid tunnels through Obi Collider with Compute (GPU) backend, not with Burst (CPU)
#3
(08-08-2026, 05:19 AM)isenberg Wrote: When pausing play mode I see 0 contacts in GPU mode and about 2 contacts / simplex in CPU mode (screenshots attached).

Hi,

This is because im the Compute backend, contacts aren't read back to the CPU unless you explicitly ask for it by subscribing to the solver's OnCollision method, as it has a non-negligible performance impact - so normally, the CPU will report 0 contacts since they're taking place in the GPU. The Burst backend works in the CPU, so there's no need to read back contact information.

(08-08-2026, 05:19 AM)isenberg Wrote: But when switching to Compute (GPU), the non-static object is ignored completely by the fluid. The flow speed isn't really high, maybe 4 m/s and the emitter of 0.4 m^2 is set to speed 1.5 only.

A 2nd missed collision is happening at only one of the static colliders, which isn't obviously different than the others. At least that I could fix by increasing the Obi Collider thickness and is an acceptable workaround for that one.

Only when setting thickness to 2.79 or larger on the non-static collider, it reacts correctly, but that's far too wide as the non-static object is only 1x1x2 m large. Also when adding a completely new simple Cube with RigidBody + Box Collider + Obi Collider, that new object is completely ignored by the fluid.

Would it be possible for you to send a project that reproduces this issue to support(at)virtualmethodstudio.com so we can take a closer look and diagnose the issue?

thanks!
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Messages In This Thread
RE: Fluid tunnels through Obi Collider with Compute (GPU) backend, not with Burst (CPU) - by josemendez - 10-08-2026, 01:13 PM