Hi, the scenes worked well in editor, but when I built it for iOS project, and run it on iPhone, all the fluid was lost. Any help? Thanks.
Using obi fluid 3.4 , Unity 2017.3.1, iOS 11.3.1
Here are the logs from xcode:
There is an error saying material cannot be null, but I could not figure out how to fix it.
Using obi fluid 3.4 , Unity 2017.3.1, iOS 11.3.1
Here are the logs from xcode:
Code:
2018-06-15 16:50:08.228383+0800 test[18079:7033551] [DYMTLInitPlatform] platform initialization successful
2018-06-15 16:50:08.273832+0800 test[18079:7033417] -> registered mono modules 0x105e55590
2018-06-15 16:50:08.450612+0800 test[18079:7033417] [Accessibility] ****************** Loading GAX Client Bundle ****************
-> applicationDidFinishLaunching()
2018-06-15 16:50:08.665330+0800 test[18079:7033417] Metal GPU Frame Capture Enabled
2018-06-15 16:50:08.666675+0800 test[18079:7033417] Metal API Validation Disabled
-> applicationDidBecomeActive()
Renderer: Apple A11 GPU
Vendor: Apple Inc.
Version: OpenGL ES 2.0 Metal - 52.3.2
GLES: 2
GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r
ead_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle -738010944
Initialize engine version: 2017.3.1f1 (fc1d3344e6ea)
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:14: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/BlitCopyWithDepth' failed.
WARNING: Shader Unsupported: 'Hidden/BlitCopyWithDepth' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitCopyWithDepth' - Setting to default shader.
WARNING: Shader Unsupported: 'Obi/Particles' - Pass 'PARTICLEFWDBASE' has no vertex shader
WARNING: Shader Unsupported: 'Obi/Particles' - Pass 'SHADOWCASTER' has no vertex shader
WARNING: Shader Unsupported: 'Obi/Particles' - All passes removed
WARNING: 0:6: extension 'GL_EXT_frag_depth' is not supported
WARNING: 0:79: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2)
ERROR: 0:213: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Obi/Fluid/DielectricFluid' failed.
WARNING: Shader Unsupported: 'Obi/Fluid/DielectricFluid' - Pass 'DIELECTRICFLUID' has no vertex shader
WARNING: Shader Unsupported: 'Obi/Fluid/DielectricFluid' - All passes removed
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Obi/Fluid/DielectricFluid' - Setting to default shader.
WARNING: Shader Unsupported: 'Obi/Fluid/Colors/FluidColorsBlend' - Pass 'FLUIDCOLORS' has no vertex shader
Setting up 1 worker threads for Enlighten.
Thread -> id: 16c3f7000 -> priority: 1
UnloadTime: 5.650791 ms
WARNING: Shader Unsupported: 'Hidden/FluidThickness' - Pass 'FLUIDTHICKNESS' has no vertex shader
Obi Fluid Renderer not supported in this platform.
Obi.ObiFluidRenderer:Setup()
Obi.ObiBaseFluidRenderer:OnPreRender()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
ArgumentNullException: Argument cannot be null.
Parameter name: material
at UnityEngine.Rendering.CommandBuffer.Internal_DrawMesh (UnityEngine.Mesh mesh, Matrix4x4 matrix, UnityEngine.Material material, Int32 submeshIndex, Int32 shaderPass, UnityEngine.MaterialPropertyBlock properties) [0x00000] in <filename unknown>:0
at UnityEngine.Rendering.CommandBuffer.DrawMesh (UnityEngine.Mesh mesh, Matrix4x4 matrix, UnityEngine.Material material, Int32 submeshIndex, Int32 shaderPass) [0x00000] in <filename unknown>:0
at Obi.ObiFluidRenderer.UpdateFluidRenderingCommandBuffer () [0x00000] in <filename unknown>:0
at Obi.ObiBaseFluidRenderer.OnPreRender () [0x00000] in <filename unknown>:0
(Filename: currently not available on il2cpp Line: -1)
There is an error saying material cannot be null, but I could not figure out how to fix it.