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[V2] Weird things happening on 2018.3.0b6 macOS #1

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EnricoMonese opened this issue Oct 21, 2018 · 4 comments
Open

[V2] Weird things happening on 2018.3.0b6 macOS #1

EnricoMonese opened this issue Oct 21, 2018 · 4 comments

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@EnricoMonese
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EnricoMonese commented Oct 21, 2018

I get this error on run

Compute shader (Compute Particles): Property (colorEvolutionTexture) at kernel index (2) is not set
UnityEngine.ComputeShader:Dispatch(Int32, Int32, Int32, Int32)
GPUParticles.GPUParticles:DispatchUpdate() (at Assets/Scripts/GPUParticles.cs:329)
GPUParticles.GPUParticles:Update() (at Assets/Scripts/GPUParticles.cs:492)

Used version from v2 branch

And this one every frame

Requesting blit command encoder while having another active encoder

Using Unity 2018.3.0b6 on macOS High Sierra 10.13.5 with Nvidia 1070ti
V1 works fine however

Edit:
Changing the color to be Over Life instead of Constant "fixed" it. It then gave an error about the color. Set that to Over Life too and then it worked. However the editor then looked like this
schermata 2018-10-21 alle 18 30 47

@EnricoMonese EnricoMonese changed the title Tried v2 on 2018.3.0b6 macOS [V2] Weird things happening on 2018.3.0b6 macOS Oct 21, 2018
@MostHated
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MostHated commented Oct 22, 2018

Probably because a lot of things have changed in 2018.3 and this has not been updated in months. It should pretty much be understood that most anything major like this will not be compatible with 2018.3 unless it otherwise specifies that it is compatible with 2018.3

@EnricoMonese
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Well, to be honest I wasn't expecting it to work at all, seeing how other similar project rarely even run on mac. However, considering that the README says it was last tested on 2018.2, 2018.3 didn't change that much (in the "legacy" rendering path), it was very likely to work. And on windows it probably does.
But I though that at least submitting a bug report would be helpful to at least begin to know how and why it doesn't work.
Just because we should not expect it to work after a major update doesn't mean that we should not try and fix it.

@Robert-K
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Sorry I didn't answer earlier: I wrote one compute shader which does pretty much all particle calculations and thus has all kinds of parameters. But I only pass those which are required (if ColorOverLife is disabled, no information about color evolution needs to be passed to the GPU). This used to work. Apparently Unity now requires you to pass arguments for all parameters. I currently don't see why they made that change, but it probably has to do with optimization.

Anyways: V2 is not stable at all. I decided to completely rewrite the project to make some drastic improvements performance wise, but due to other projects and studies I never finished. BUT: I still have hope that one day I might pick it up again. Or Unity's out-of-the-box particle system surpasses this.

@MostHated
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Better late than never, I suppose, lol.

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