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Through this configuration, no per voxel data is transferred between the GPU and the CPU at runtime.
Hello. I have this error after importing your code in unity 2018.
Anyway, cool results with voxels! Thanks for the code, maybe I will figure it out how to fix it.
I'm trying to run this thing in Unity 2022.2.3 and getting this error out of the box with no changes:
Thread group count is above the maximum allowed limit. Maximum allowed thread group count is 65535.
From what I can tell, this is happening because m_threadGroupsPerGridCell
is 125000 when clearing the grid:
m_commandBuffer.BeginSample("ClearGrid");
m_commandBuffer.DispatchCompute(m_computeShader, m_kernel_clearGrid, m_threadGroupsPerGridCell, 1, 1);
m_commandBuffer.EndSample("ClearGrid");
and that value is calculated based on values from the inspector
m_threadGroupsPerGridCell = Mathf.CeilToInt((gridX * gridY * gridZ) / 8f);
the grid appears to be set to 100x100x100, which pushes this value to 125000.
What I can't figure out is why the project is in this state; was there a change at some point that made the max thread count lower? Or was this some sort of typo or something?
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