I got this custom physics code running with cylinders colliding with each other. These cylinders are converted from prefabs and instantiated. Everything works in the editor.
But when I build for OSX, I can’t see them, but I know the entities are there, I log collisions, and that shows up in the log correctly. These cylinders move around on a Mesh (a GameObject), that one is visible.
Can anyone think of a reason why this is? This is using the following packages:
Can you see if you attach the frame debugger if there are any drawcalls for these entities happening? That would make it possible to know if the draw is there (with bad data) or if the entities was skipped earlier for some reason.
Thanks for the reply. I’m unsure how to run the frame debugger on the OSX build, I tried figuring it out from the documentation, so I’ve made Developer build, but it’s still not showing up in the frame debugger.
EDIT: got it working! Apparently there’s two ways to build these days, via some build files and then there’s the legacy(?) system. So I configured the build file but pressed the old Build, that uses the legacy settings I guess.
Not sure why it’s not working. Here’s a screen cap from the frame debugger, all my 100 cylinders seem to get drawn but I just can’t see them. I also disabled the ground mesh, incase there was some z issue with it being drawn on top.
I know exactly what it is, if you’re trying to use the Hybrid Renderer v2.
Here is the manual on how to enable the Hybrid Renderer v2. After that, you should see all entities.
Great that you got it working!
Yeah the setup for hybrid is not obvious right now sadly and we are working towards making it easier and will try to have better error messages.