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skaughtx0r
Dec 31, 2024
In Questions & Answers
Some bugs and performance issues I noticed while playing around with the new version of AO.
1. Player builds are failing due to references to UnityEditor in non-editor scripts.
Assets\AO\Scripts\Flow\FluidVolume.cs(446,13): error CS0234: The type or namespace name 'EditorApplication' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?)
Assets\AO\Scripts\Flow\FluidVolume.cs(32,30): warning CS0109: The member 'FluidVolume.collider' does not hide an accessible member. The new keyword is not required.
Assets\AO\Scripts\Flow\VortexNode.cs(32,21): error CS0234: The type or namespace name 'EditorApplication' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?)
Assets\AO\Scripts\Flow\VortexNode.cs(48,62): error CS0103: The name 'HandleUtility' does not exist in the current context
Assets\AO\Scripts\Flow\UniformFlow.cs(97,40): error CS0103: The name 'HandleUtility' does not exist in the current context
Assets\AO\Scripts\Flow\UniformFlow.cs(99,13): error CS0103: The name 'Handles' does not exist in the current context
Assets\AO\Scripts\Flow\UniformFlow.cs(100,13): error CS0103: The name 'Handles' does not exist in the current context
Assets\AO\Scripts\Flow\AreaSource.cs(108,13): error CS0103: The name 'Handles' does not exist in the current context
Assets\AO\Scripts\Flow\AreaSource.cs(113,21): error CS0103: The name 'Handles' does not exist in the current context
Assets\AO\Scripts\Flow\AreaSource.cs(117,21): error CS0103: The name 'Handles' does not exist in the current context
These can be fixed by adding #if UNITY_EDITOR blocks around the references to UnityEditor things.
2. The localFluidVolumes.RemoveAll call in FlowAffected.cs is allocating a lot of memory every frame. This can be fixed by using a for loop instead.
for (int i = localFluidVolumes.Count -1; i >= 0; i--)
{
FluidVolume item = localFluidVolumes[i];
if (item == null || FlowInteractionManager.IsInteractionIgnored(interactionID, item.interactionID))
{
localFluidVolumes.RemoveAt(i);
}
}
3. When using LiftingBodyWake, it is constantly Instantiating and Destroying GameObjects every frame. It would be much more efficient to use ObjectPooling for this or use data structures outside of GameObjects entirely.
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skaughtx0r
Dec 31, 2024
In Questions & Answers
First of all thanks for the new update, this is very cool!
I was wondering if you had plans to add a ground effect FlowPrimitive or something? Or if you could point me in the right direction for implementing it myself that would be great. I would probably need to create a custom one since my "ground" is water and I'd need to query the wave heights anyway.
Thanks,
Scott
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skaughtx0r
Aug 19, 2024
In Questions & Answers
I've seen it mentioned in a few threads, is there a date when the update will be available?
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skaughtx0r
Sep 01, 2023
In Questions & Answers
While I was looking at the Profiler in the Unity Editor, I noticed that this asset generates a LOT of garbage per frame. Would you be able to fix this?
I ended up decompiling the plugin dll to fix this in my own project. The main thing I found is that all the Quaternion, Vector3, AerodynamicLoad classes need to be turned into structs. Also, avoid calling new/creating new instances on theses objects that could just be a member and re-used.
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skaughtx0r
Aug 31, 2023
In Questions & Answers
I just purchased the Aerodynamic Objects unity asset to play around with it to see if I could improve the aerodynamics simulation in my hydroplane racing sim.
In order to properly model the aerodynamics I need a downwash effect as the boats have a front canard wing that is used to direct air to/away from the main tunnel/wing. I saw in your FAQ that you have a prototype implementation, is there any way I could get my hands on it? Or an example on how to create a Custom Fluid that an AeroObject can affect?
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skaughtx0r
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