It looks like you're using a very old version of Fluvio - you'll want to upgrade your project first to eliminate any issues there.
1) Back up your project! There have been some changes that aren't necessarily backwards compatible
2) Make sure no scenes are open in Unity (Untitled scene)
3) Make sure you have no compile errors. You'll need to fix those before continuing.
4) Delete the Plugins/Fluvio, Editor/Fluvio, Plugins/Thinksquirrel Common, Editor/Thinksquirrel Common, and Fluvio Example Project folders
5) Remove any Fluvio-related images from the Gizmos folder
6) Import the newest version of Fluvio from the Asset Store. Make sure to import all files
7) Follow the instructions that appear
Hope this helps!
Is there a way to purchase this plug-in and drop it into an existing project reliably? It is impossible to find a right setting for the scale of the scene (plus evey scene is different in scale.)
I'm looking at adding a global scale to the new solver to make it *much* easier to resize everything. It's probably one of the most requested things, and I agree that adjusting the scale while keeping everything stable is harder than it needs to be.
As for now:
When changing physical properties, I recommend adjusting only one property at a time in small amounts until you're able to get the desired effect. Many of them are linked - mass, density, and smoothing distance are very closely linked and if all 3 don't match up you'll end up with an unstable fluid.
If you're still running into issues, let me know - if you are trying to get a desired size and can't get a stable fluid, I'd be happy to help.
Thanks for the response. I have been unable to unfortunately come up with a flow to adjust scale for any of my scenes yet. I went by reducing smoothing distance slowly, and mass as well with that. I can get the fluid to be pretty stable still but individual particles still don't get any closer to each other.
My screen width is about 1.7 units (in Unity).
Took a crack at this and very pleased with the result.Thanks for the response. I have been unable to unfortunately come up with a flow to adjust scale for any of my scenes yet. I went by reducing smoothing distance slowly, and mass as well with that. I can get the fluid to be pretty stable still but individual particles still don't get any closer to each other.
My screen width is about 1.7 units (in Unity).
The next update will contain a global simulation scale - just a simple value you can change in the inspector to scale up and down the fluid simulation. Only the simulation (position, velocity, smoothing distance, max distance, broad phase size) is scaled with this parameter, so you can position emitters independently of your scaling.
Simulation scale works by scaling everything that is sent or received with GetParticles/SetParticles, with the internal representation kept the same for consistency.
I'll probably send this out in an update ASAP with a few other important bugfixes. A full changelog will be coming after I test/document everything.
- Added a Simulation Scale property to both the inspector and API
- Loading fluid profiles should work properly now
- Added API access to individual rigidbody particles
- Fixed GetParticle/SetParticle methods
- Added the ability to pause/play simulation (Play() method, Pause() method, isPlaying property)
- Added a Simulate(deltaTime) method to simulate fluids at a different speed, or if timeScale is zero
Looking forward to the new features, they sound excellent!Alright guys, some Fluvio updates.
Took a look at this, was able to confirm - a fix will be in for the next version update. It only affects the ellipsoid emitter from what I see, but I'll double check the ellipsoid attractor as they use some common code.
Actually, Fluvio can perform fine on Android, especially more recent devices - for mobile platforms you'll have to cut back from desktop by about a factor of 8-10. Fluvio includes some mobile-specific shaders that work well on those devices, and we do support it. More info on performance below as well.
Thanks, got the info, I'll take a very close look at this.
A more general note - I wanted to share some more info on what we're working on with Fluvio, mainly regarding performance.
- Much better 2D performance for Unity 4.3+
We have a new fluid solver that takes advantage of Unity 4.3's new 2D physics system - it does away with the particles-as-bodies approach and calculates collisions directly (reducing a lot of overhead). The goal is to have this ready by early next year. This will be in addition to our current physics solver (which will also receive a bit of work on it, more info below). The 2D solver will likely tie into Physics 2D Extensions, our new package that enhances Unity's 2D physics system.
We've been slowly taking advantage of multiple cores, and hope to ship a new multithreaded solver based on our current physics solver, as well as ship the new 2D solver as a multithreaded solver. We're shooting for about a 50-80% minimum performance increase with this. This will arrive about the same time as the 2D solver.
- Brand new, mesh based renderer
This one is actually pretty much finished! I'll be adding a new marching-cubes based renderer to Fluvio soon - it's mainly intended for desktop, but is already heavily multithreaded and pretty fast. The fluid mesh renderer allows you to use any shader to render the look of a fluid, and is a true volumetric fluid representation. Expect more info on this one very soon.
- (Finally) GPU accelerated fluids
Getting rid of that "been-there-too-long" greyed checkbox, we plan on adding GPU accelerated fluids next year (targetting desktop platforms). A prototype has been built, I'm pretty pleased with the results, and this should be coming some time next year, after the other features above. GPU accelerated fluids will automatically fall back to the standard solver when acceleration is unavailable.
To follow up on this - I also managed to track down the bug here and fix this issue. Also, all of the emitters should properly support adjusting the transform (position/rotation/scale) now. Also fixed some issues with the handles.I've been trying to get the fluid ellipsoid emitter working and I'm having a strange problem with it. Just using the default fluid I place the emitter where I want it in the game. Then I hit F to focus on the game object while in play mode and the particles are emitting way way way far away. If you look closely the white line at the top right side is where the particle are emitting and the place they should be emitting is the bottom middle. This is about 20000 off in the x direction and 35000 off in the y direction. I imagine I might be able to use -position values but something seems broken here.
I thought it might have something to do with my fluvio being out of date so I updated it but that didn't fix anything.