7 hours ago
(10 hours ago)josemendez Wrote: Could reproduce the issue, thanks for reporting it!
This should ensure bounds are available before reading and fix the problem. Let me know how it goes!
Works as expected, noise free. Does not generate meshes for the ropes until first visible, and meshes disappear when they are all out of camera view which is perfectly acceptable.
Something I am noticing which I think is new in Obi 7 vs Obi 6 behavior (and may go back to my last project to check)... if I pause the game in the editor, both Obi 7 Rope and Fluid meshes disappear on the next Unity OnGUI cycle. If I single-step, they reappear and then disappear again. Everything else renders normally, it's just the Obi generated meshes disappearing. I don't recall that in Obi 6. It can make it tough to really monitor things closely such as particle-to-obicollider interactions.
Is that related to some burst/thread timing that is new? Is there something to control it / allow the meshes to stay during game pause? If it's a complex topic I can make it a new thread.