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[BEST ARTISTIC TOOL - UNITY AWARDS 2019] Aura 2 - Volumetric Lighting & Fog

Discussion in 'Assets and Asset Store' started by raphick, Feb 27, 2019.

  1. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,068
    Unity3d 2019.2.6 testing examples. After hitting pause and resume there is no fog or scattering in play mode anymore.
     
  2. yigitekimdemir

    yigitekimdemir

    Joined:
    Jan 10, 2019
    Posts:
    3
    Hello, I am quite new to Unity and I am getting an error while building my game which includes Aura 2 presets.

    When I build it, it gives me error below even though it completes the building process.

    Pixel sizes of texture "Aura Directional Light : Shadow Map Render Texture (UnityEngine.RenderTexture)" (512x512) does not match the required size of 512pixels for width and 256pixels for height.
    UnityEngine.Debug:LogError(Object, Object)
    Aura2API.Texture2DArrayComposer:AddTexture(Texture) (at Assets/Aura 2/System/Code/Classes/Texture2DArrayComposer.cs:154)
    Aura2API.LightsCommonDataManager:RegisterLight(AuraLight) (at Assets/Aura 2/System/Code/Classes/LightsCommonDataManager.cs:420)
    Aura2API.AuraLight:Initialize() (at Assets/Aura 2/System/Code/Classes/AuraLight.cs:478)
    Aura2API.AuraLight:OnEnable() (at Assets/Aura 2/System/Code/Classes/AuraLight.cs:285)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Would you please kindly help me resolve this issue?

    Thanks in advance.
     
    Last edited: Oct 12, 2019
    jesscorp, SamRock, DemoSword and 3 others like this.
  3. TheGreySpy

    TheGreySpy

    Joined:
    Jun 28, 2019
    Posts:
    1
    Hello, i'm new to aura 2 so i'm not sure if i'm missing something but when I import aura 2 into a new project the toolbox doesn't open automatically and i'm not sure how to open it. I'd appreciate any help thank you.
     
  4. RemitPrime

    RemitPrime

    Joined:
    Apr 20, 2016
    Posts:
    23
    PhoenixAdvanced and atomicjoe like this.
  5. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    I'm trying to get this effect of low fog filling a valley. I can use a planar volume but it disappears if I am too far above it. Is it possible to have it visible from farther away? Thanks
     
  6. ManiaCCC

    ManiaCCC

    Joined:
    Aug 15, 2015
    Posts:
    41
    In Aura Camera -> Quality settings, there should be range settings, which sets how far from camera will aura render your aura elements.
     
  7. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    Perfect, thanks. That setting doesn't appear to work in scene view which was throwing me off. Works in game.
     
  8. Kamil_Reich

    Kamil_Reich

    Joined:
    Aug 14, 2014
    Posts:
    195
    Hi @raphick,
    I'm trying to implement Aura 2 ito my project, build is "succesfull" but then I see some red informations in console.
    What it gives, it looks like there is no any "Aura 2" effect on android built. i also tried to build your example scenes. Here are screnshots:
    https://imgur.com/a/mitvmpK
    If you want more informations I'll be back there in 4-5 hours,
    Cheers,
    Kamil
     
  9. generalknow

    generalknow

    Joined:
    Dec 12, 2013
    Posts:
    50
    I dont think it will work on android...

    Aura 2 was developed and tested on Windows and DirectX11.
    Other platforms and Consoles are on their way but are currently not guaranteed.
    However, Aura 2 have been reported successfully working on MacOs + Metal.
     
  10. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365
    Hi everybody!
    I was rushing to finish and polish the major update 2.1

    Now I will catch up with the humble bundle wave and will come back to answer you guys asap!

    Thank you very much in the meantime for helping each others. I really appreciate.
     
  11. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365

    Major Update 2.1

    is up with a bunch of great new features and improvements

    Spread the word!

    Aura2-Update2.1.png
     
  12. iamontresor

    iamontresor

    Joined:
    Feb 16, 2018
    Posts:
    1
    Does it already support URP? Probably a link to this and the patch notes would be helpful Thanks!
     
  13. racsosoi

    racsosoi

    Joined:
    Dec 14, 2017
    Posts:
    5
    I have the asset of aura 2.

    and I have realized that it is not compatible if you make a video game in virtual reality.

    Has anyone tried using aura 2 in a VR project?

    Do you have any solution?

    I love this aset and it's a shame not to be able to use it in my VR project.

    Thank you
     
  14. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365
    Aura 2 works very well with VR. There are a lot of projects currently going on.
    Maybe the platform is not supported or needs additional work on your side?
     
  15. marco-maceratesi

    marco-maceratesi

    Joined:
    Sep 20, 2013
    Posts:
    13
    Hello,
    After updating to 2.1 i have a bunch of errors (although I completely delete the aura 2 folder)
    Unity version: 2019.2.10f1

    NullReferenceException: Object reference not set to an instance of an object
    Aura2API.SceneViewToolbox.ComputeRects () (at Assets/Aura 2/System/Code/Editor/Editors/SceneViewToolbox.cs:574)
    Aura2API.SceneViewToolbox.OnSceneViewGUI (UnityEditor.SceneView sceneView) (at Assets/Aura 2/System/Code/Editor/Editors/SceneViewToolbox.cs:425)
    UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:3310)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2539)
    UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2400)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:359)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:353)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:329)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:374)
    UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:341)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:298)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:483)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:466)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447)
    UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:59)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:190)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    ___________________________________________________________________________________________

    NullReferenceException: Object reference not set to an instance of an object
    Aura2API.FrustumSettings.get_QualitySettings () (at Assets/Aura 2/System/Code/Classes/FrustumSettings.cs:80)
    Aura2API.ObjectsCuller`1[T].Update (UnityEngine.Camera referenceCamera, Aura2API.FrustumSettings settings) (at Assets/Aura 2/System/Code/Classes/ObjectsCuller.cs:143)
    Aura2API.PointLightsManager.Camera_onPreRender (UnityEngine.Camera camera) (at Assets/Aura 2/System/Code/Classes/PointLightsManager.cs:129)
    UnityEngine.Camera.FireOnPreRender (UnityEngine.Camera cam) (at C:/buildslave/unity/build/Runtime/Export/Camera/Camera.bindings.cs:351)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

    #######################################################################

    I also tried to start my scene but I get the following error:

    Attempting to bind Texture ID 1917 as UAV, the texture wasn't created with the UAV usage flag set!
    UnityEngine.ComputeShader:SetTexture(Int32, String, Texture)
    Aura2API.Frustum:ComputeData() (at Assets/Aura 2/Core/Code/Classes/Frustum.cs:501)
    Aura2API.AuraCamera:OnRenderImage(RenderTexture, RenderTexture) (at Assets/Aura 2/Core/Code/Classes/AuraCamera.cs:206)

    After I restarted Unity the only error is the following:
    Assets\Aura 2\Core\Code\Extensions\Gaia\Aura2GaiaExtension.cs(147,116): error CS0117: 'OcclusionCullingAccuracy' does not contain a definition for 'Highest'

    I've fixed manually by removing the comment on the OcclusionCullingAccuracy enum.
    Now everything it's working fine and no more errors...

    Maybe the latest version of unity?

    Thanks and best regards
     
    Last edited: Oct 24, 2019
  16. KarlKarl2000

    KarlKarl2000

    Joined:
    Jan 25, 2016
    Posts:
    606
    Hi @raphick

    What is the best way to uninstall Aura1?

    I bought Aura2, but haven't installed it yet. Also seems like there's some bugs\ issues with Aura2? I'm already in production, should I make the switch at this point?

    Thanks!
     
    Last edited: Oct 24, 2019
  17. andrewiscoding

    andrewiscoding

    Joined:
    Oct 20, 2019
    Posts:
    1
    Hi,

    I bought Aura 2 recently, very excited to see it in action.

    However, I'm having issues on a new project using Unity 2018.4.11f1 (LTS) on Mac OS Catalina, target device is an Oculus Quest.
    Brand new project with the inclusion of the Oculus Integration 1.41 package.

    I'm unable to find a guide to help me in this scenario, does any one know of one?

    It may be something I need to configure in my project.. I'd appreciate some pointers.

    Issues in the console:
    "Metal: Compute shader (ComputeDataComputeShader.ComputeDataBuffer) has 512 threads in a threadgroup which is more than the supported max of 256 in this device"

    "This plateform is not supported, Aura 2 will be disabled. Please check the requirements by double-clicking on this message or in the documentation."

    Thanks,

    Andy
     
  18. ChinChiaYeh

    ChinChiaYeh

    Joined:
    Sep 14, 2016
    Posts:
    23
    Hi there,
    We got some errors after updated to Aura 2.1 in Unity 2018.3.10f1

    IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0.
    Aura2API.Frustum.SetFrustumGridResolution (UnityEngine.Vector3Int frustumGridResolution) (at Assets/Aura 2/System/Code/Classes/Frustum.cs:902)
    Aura2API.Frustum..ctor (Aura2API.FrustumSettings frustumSettings, UnityEngine.Camera camera, Aura2API.AuraCamera auraComponent) (at Assets/Aura 2/System/Code/Classes/Frustum.cs:203)
    Aura2API.AuraCamera.Initialize () (at Assets/Aura 2/System/Code/Classes/AuraCamera.cs:277)
    Aura2API.AuraCamera.OnEnable () (at Assets/Aura 2/System/Code/Classes/AuraCamera.cs:177)
    UnityEngine.Behaviour:set_enabled()
    Aura2API.HierarchyToggle:HierarchyWindowItemOnGUI(Int32, Rect) (at Assets/Aura 2/System/Code/Editor/Editors/HierarchyToggle.cs:65)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)



    IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0.
    Aura2API.Frustum.SetFrustumGridResolution (UnityEngine.Vector3Int frustumGridResolution) (at Assets/Aura 2/System/Code/Classes/Frustum.cs:902)
    Aura2API.Frustum..ctor (Aura2API.FrustumSettings frustumSettings, UnityEngine.Camera camera, Aura2API.AuraCamera auraComponent) (at Assets/Aura 2/System/Code/Classes/Frustum.cs:203)
    Aura2API.AuraCamera.Initialize () (at Assets/Aura 2/System/Code/Classes/AuraCamera.cs:277)
    Aura2API.AuraCamera.OnEnable () (at Assets/Aura 2/System/Code/Classes/AuraCamera.cs:177)
    UnityEditor.EditorUtility:CopySerializedIfDifferent(Object, Object)
    UnityEditorInternal.ComponentUtility:ReplaceComponentsIfDifferent(GameObject, GameObject, IsDesiredComponent) (at C:/buildslave/unity/build/Editor/Mono/ComponentUtility.cs:67)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
    Dridrar likes this.
  19. racsosoi

    racsosoi

    Joined:
    Dec 14, 2017
    Posts:
    5

    I have already done several tests and I have solved several problems that I had with the aura in virtual reality.
    But there is one that I can't fix.

    I hope you can help me.

    In the following photos you can see on the left a distortion that I don't know because it appears.

    From the inside of the viewfinder, this distortion is seen both to the left and to the right of the viewfinder, but it can only be seen on the monitor on the left.

    this distortion is only seen when you are inside fogs that you create with auras of aura





    I hope you can help me

    Thank you very much in advance.

    PD: sorry for my bad English
     
    Last edited: Oct 25, 2019
  20. madawe

    madawe

    Joined:
    Sep 13, 2015
    Posts:
    7
    Since updating Aura2GaiaExtension.cs is looking for a setting
    OcclusionCullingAccuracy.Highest that no longer is an option. Just FYI
     
  21. gkara

    gkara

    Joined:
    Sep 7, 2013
    Posts:
    12
    @raphick I bought Aura 2 with the HB deal but it didn't work out too good in my scene.
    So I deleted the Aura folder. But now I get some warning messages about referenced scripts missing in these two settings:
    - Default Aura Quality Settings
    - New Aura Quality Settings

    How do I delete those two (files?) too?
    Thanks
     
  22. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    I have the same issue. Is there a fix?
     
  23. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    97
    The fix is a few comments up the forum if i'm not mistaken

    After I restarted Unity the only error is the following:
    Assets\Aura 2\Core\Code\Extensions\Gaia\Aura2GaiaExtension.cs(147,116): error CS0117: 'OcclusionCullingAccuracy' does not contain a definition for 'Highest'

    I've fixed manually by removing the comment on the OcclusionCullingAccuracy enum.
    Now everything it's working fine and no more errors...

    Maybe the latest version of unity?

    Thanks and best regards
     
  24. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    Thanks, I ended up changing the line from .highest to .high
    That seemed to work.
     
    raphick and Subliminum like this.
  25. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    this might have been asked before but does this work in lwrp?
     
  26. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    2,663
    In the Asset Store description it says:
     
    raphick likes this.
  27. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365
    Hi all!

    The first problem is just in my opinion some issue when hot deloading, reloading Aura 2 in the editor. you did just well by rebooting the editor.
    I am about to submit a fix for the second issue.

    Write down all you values as a starting point, remove the Aura folder, reboot then reimport and report all your noted values in the new Aura 2 objects. There is no automatable way. Sorry about that.

    I have submitted a fix for the first message.
    The second message might indicate that there is something not compatible with Aura 2 on your setup.

    Do you have scales on your camera?

    Thanks! I am about to submit a fix for this issue.


    Have a great day!
     
  28. racsosoi

    racsosoi

    Joined:
    Dec 14, 2017
    Posts:
    5
    Sorry, I don't know what you mean by scales.
    I have simply implemented aura2 and steamVR plugin in a new project and I see those distortions on the sides of the viewer.
    I have not yet played with the aura options so I do not know very well, I am waiting to solve this distortion to be able to play with the aura2 options

    but if you refer to the scattering option, if I have modified it, I have set it to 0 as in 1 and it does not solve this distortion
     
  29. mons00n

    mons00n

    Joined:
    Sep 18, 2013
    Posts:
    304
    I was excited to see some non-DX patch notes so I downloaded the most recent version and gave it a shot on my mac. Unfortunately none of the example scenes seemed to produce any volumetric effects, nor did it show in scene view (even after toggling aura editor preview on/off).
    ^This is on Unity 2018.4.11f1 on macOS Mojave. I do get a few warnings but I'm not sure if they would prevent it from working.

    This warning shows up when I open a demo scene:
    Code (csharp):
    1.  
    2. OnRenderImage() possibly didn't write anything to the destination texture!
    3. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    4.  
    And I get 3 of these when I press play:
    Code (csharp):
    1.  
    2. GarbageCollector disposing of ComputeBuffer allocated in /Users/user/Documents/Unity/MyProject/Assets/Aura 2/Core/Code/Classes/SpotLightsManager.cs at line 95. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
    3. UnityEngine.ComputeBuffer:Finalize()
    4.  
     
  30. Maskvp

    Maskvp

    Joined:
    Jul 9, 2015
    Posts:
    14
    Hi~~

    VR Single Pass Stereo in Unity2018.3.10f1 is good

    VR Single Pass Stereo in Unity2019.2.10f1 is bad

    We need help to use Unity2019.2.10f1
     
  31. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365
    Is there any scale other than 1 in any transform in the hierarchy of the camera?

    MacOS is not officially supported. However, are you sure your setup is compatible with compute shaders? any error at import?

    What's bad exactly?
     
  32. Maskvp

    Maskvp

    Joined:
    Jul 9, 2015
    Posts:
    14
    Hi Raphick

    VR Single Pass Stereo in Unity2019.2.10f1 is bad (see image thx)
     

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  33. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365
    I see! thanks
     
  34. mons00n

    mons00n

    Joined:
    Sep 18, 2013
    Posts:
    304
    My setup is compatible with compute shaders. I use them in my project and have other assets that utilize them (i.e. veg studio pro). No import errors unfortunately.

    edit: I should also mention that previous versions (I tried a month or so ago) mostly worked. It was kind of unstable in that it would work at times and then stop working wherein toggling it would bring it back.
     
    Last edited: Oct 30, 2019
  35. raphick

    raphick

    Joined:
    Nov 15, 2016
    Posts:
    365
    Can you go to the compute shaders' directory, select one and see if it throws some error in the inspector (not the console)?
     
  36. mons00n

    mons00n

    Joined:
    Sep 18, 2013
    Posts:
    304
    Sure thing! Sent you a PM on discord to avoid spamming the forums.
     
  37. racsosoi

    racsosoi

    Joined:
    Dec 14, 2017
    Posts:
    5
    I don't think so, but I'm sorry for being such a rookie, I don't understand what you mean
     
    Last edited: Oct 31, 2019
  38. AndrewJamesBowen

    AndrewJamesBowen

    Joined:
    Oct 10, 2013
    Posts:
    13
    Did you resolve this? I'm also getting this :(
     
  39. AndrewJamesBowen

    AndrewJamesBowen

    Joined:
    Oct 10, 2013
    Posts:
    13
    Should Aura 2 (or 1?) work with WebGL

    I have not seen it mentioned in either documentation.

    Attached a screenshot of my Unity scene vs browser running the same game.

    Latest Aura 2 + 2019.2.10f

    Graphics set to ultra by default for everything.
     

    Attached Files:

    Last edited: Nov 9, 2019
  40. naelstrof

    naelstrof

    Joined:
    Sep 12, 2017
    Posts:
    22
    Just updated Aura, and I'm getting an error that prevents it from working:
    It makes the editor camera wig out like so: https://i.imgur.com/pKzri0V.png
     
  41. RKeown3D

    RKeown3D

    Joined:
    Oct 14, 2014
    Posts:
    188
    Whats your current road-map for updating Aura 2 for 2019 and above. I know it's not supported, and some people seem to have gotten it to work, but it causes massive lag and even at Density settings of 0.15, the screen is completely displaying a fog like state, in which you cant really see anything. Are you planning on working on an iteration for 2019, and if so, what time frames are you looking at. Also, My setup does support all of the necessary functionality.
     
  42. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    97
    When i run Aura in 2019.2.3f1 everything seems to work fine? works.jpg
     
  43. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    Trying on 2019.2.10 and can't get it to work.
    Getting this error too. Any fix in the works?
    IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0.
    Aura2API.Frustum.SetFrustumGridResolution (UnityEngine.Vector3Int frustumGridResolution) (at Assets/Aura 2/System/Code/Classes/Frustum.cs:902)
    Aura2API.Frustum..ctor (Aura2API.FrustumSettings frustumSettings, UnityEngine.Camera camera, Aura2API.AuraCamera auraComponent) (at Assets/Aura 2/System/Code/Classes/Frustum.cs:203)
    Aura2API.AuraCamera.Initialize () (at Assets/Aura 2/System/Code/Classes/AuraCamera.cs:277)
    Aura2API.AuraCamera.OnEnable () (at Assets/Aura 2/System/Code/Classes/AuraCamera.cs:177)
     
  44. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    97
    IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0.

    When your error says 0 is invalid and then says 0 must be a non-negative less then 0, lol! Coding woes
     
    dsilverthorn likes this.
  45. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    @Subliminum Yes. How confusing is that!
    and I have no idea how to fix the code.
    Aura worked great in 2018, now I've moved to 2019 and I can't get it to work.
     
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  46. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    97
    Which .NET framework does your project use?
     
  47. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    I believe it’s 4.6
     
  48. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    97
    Try Importing it into a project using .NET 4x, im using Unity 2019.2.3f1 with .NET 4x Framework and i can't get any of these issues to appear,...perhaps this is playing a part somehow?
     
    Last edited: Nov 12, 2019
  49. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    835
    Thanks. I'll give it a try.
    The strange thing is when I first added it to 2019, it worked. Then, I continued my scene design and now it is not.
    I'm not so sure how stable this new Unity version is right now. It seems I'm always getting things no one else gets.:confused:
     
  50. RKeown3D

    RKeown3D

    Joined:
    Oct 14, 2014
    Posts:
    188
    I'm getting nothing but over fogging, with the settings that I posted. That's my favorite line from any and all developers. It worked on my machine!!! :)

    I'm using 2019.2.10f1 now, along with Enviro Standard (No fog enabled). I'll post a couple of screenshots on Discord.

    Rob
     
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