PC and mobile friendly
Full source code included Vorticity control Viscosity control
Multiple simulation spaces support
Full control of physical based simulation
Fluid flow followers support included
Multiple Emitteres
PC and mobile controls support (included)
I’m also getting a bunch of other errors here from the example scene (From the asset store btw):
Kernel 'AddVelocity' not found
UnityEngine.ComputeShader:FindKernel()
FluidDynamics.Main_Fluid_Simulation:Start() (at Assets/FluidDynamics/Scripts/Main_Fluid_Simulation.cs:147)
Kernel index (0) out of range
UnityEngine.ComputeShader:SetBuffer(Int32, String, ComputeBuffer)
FluidDynamics.Main_Fluid_Simulation:Update() (at Assets/FluidDynamics/Scripts/Main_Fluid_Simulation.cs:176)
Kernel index (0) out of range
UnityEngine.ComputeShader:smile:ispatch()
FluidDynamics.Main_Fluid_Simulation:Update() (at Assets/FluidDynamics/Scripts/Main_Fluid_Simulation.cs:177)
The last two goes on for a bit. Is there a setup process I’m missing?
One more thing. This one is maybe a nitpick, but your readme file mentioned to add a “Main_Fluid_Simulation” component. I usually search for my components after clicking Add Component on a GameObject. It confused me to see that it wasn’t there. I looked at your code and realised that you named it differently in the dropdown menu. Would’ve been more intuitive to have the same name?
Is it possible to change the fluid color without affecting the existing fluid on the plane. For example: I inject Red fluid, then inject Green fluid afterward. Is it possible to retain the Red fluid but still interact with the new Green fluid? I have tried changing the color of FluidSimulation (Update Gradient Checked), but the existing Red fluid got changed to Green as well.