On Unity 2023.2, when using HDRP and DX12 graphics API, there’s a chance of crash
On Unity 2023.2, when using HDRP and DX11 graphics API, visualize SDF in smoke will ignore depth buffer
When Foam is enabled, regions of the liquid that generate foam will use Material 1 for rendering regardless of material settings
Depending on certain project settings and the presence of other render related render components and/or packages, liquid/smoke rendering may be flipped upside down on Android (also Oculus standalone) and/or iOS builds
When using non uniform scale with Neural SDF, it will be skewed
On URP, you may get the following error:
IndexOutOfRangeException: Index was outside the bounds of the array.
UnityEngine.Rendering.Universal.ScriptableRenderer.SetupNativeRenderPassFrameData (UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean isRenderPassEnabled) (at ./Library/PackageCache/[email protected]/Runtime/NativeRenderPass.cs:113)
In Unity 2023.2… the OpenXR plugin doesn’t work properly, so the Liquid/Smoke&Fire VR rendering is limited (DX12/Vulkan not supported). The issue occurs in XR plugin versions 4.4.0 - 4.4.1. Possibly this will be addressed by the newer plugin version >4.4.1. To work around this issue:
Liquid on Oculus AR capabilities are limited
On Unity 2023.2, when using HDRP and DX12 graphics API, there’s a chance of crash
On Unity 2023.2, when using HDRP and DX11 graphics API, visualize SDF in smoke will ignore depth buffer
When Foam is enabled, regions of the liquid that generate foam will use Material 1 for rendering regardless of material settings
Depending on certain project settings and the presence of other render related render components and/or packages, liquid rendering may be flipped upside down on Android and/or iOS builds
When using non uniform scale with Neural SDF, it will be skewed
When the manipulator’s scale has a 0 value on any axis, it will break the simulation.
On URP, you may get the following error:
<aside> 🚨 IndexOutOfRangeException: Index was outside the bounds of the array. UnityEngine.Rendering.Universal.ScriptableRenderer.SetupNativeRenderPa ssFrameData (UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean isRenderPassEnabled) (at ./Library/PackageCache/[email protected]/Runti me/NativeRenderPass.cs:113)
</aside>