Fluffy Grooming Tool
  • Fluffy Grooming Tool
  • Tutorials
  • Fluffy Grooming Tool Window
  • Supported Platforms
  • Anti Aliasing
  • Mobile
  • Alembic Hair & Fur
  • Troubleshooting
    • Fur editing does not work in prefab mode.
    • The fur looks distorted after I Build my game
    • Fur looks distorted after I add BlendShapes
    • Errors upon import
    • Negative scale breaks the groom.
    • Point lights don't work on Built-In renderer
    • Cleanup Duplicates
  • Brush Types
    • Length
    • Width
    • Rotate Root
    • Bend
    • Orient
    • Twist
    • Attract
    • Smooth
    • Reset
    • Mask
    • Clump Mask
    • Raise
    • Motion & Wind
    • Color Override
  • Brush Properties
    • Brush Properties
    • Ingore Normal Slope
    • Lock Selection
    • Mirror Mode
    • Groom All Layers Mode
  • Layers
    • Layers
    • Fur Properties
    • Clump Modifiers
    • Mesh Card Properties
  • Export
    • Export Groom to file
    • Export To Mesh
  • Fur Renderer
    • Fur Renderer
    • Main Settings
    • Movement
    • Normals
    • Wind
    • Colliders
    • LOD & Culling
    • LOD steps
    • Alpha Sorting
  • Contact
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Mobile

PreviousAnti AliasingNextAlembic Hair & Fur

Last updated 3 years ago

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Fluffy runs on both Android(Vulkan) and iOS(Metal). Even though only Vulkan is officially supported by Fluffy on Android, it may run just fine when using GLES3 with compute shader support. Android currently does not support SDF Colliders. On mobile you'll need to create simpler grooms than for desktop. The current included Fluffy examples are meant to be used on high end PCs or consoles. Watch the video linked to learn how to get best performance on mobile.

Android

We currently have some issues with Mali GPU's. The issue is that it crashes when the compute shader thread group size is larger than 128. Mali GPUs are commonly used by some Samsung devices. So for now you have to manually fix this by modifying two Fluffy files.

In the file CSThread.cs the variable GROUP_SIZE and GROUP_SIZE_LARGE need to be set to 128:

In the file Thread.hlsl the variable THREAD_SIZE_VAL and THREAD_SIZE_LARGE_VAL need to be set to 128:

At this time we haven't found a solution to how this can be done at runtime instead of having to manually modify these files. The reason for this is that the devices seem to crash if there is a compute shader present with thread group size > 128, even if the shader isn't used.