FAQ
The grass field and explosion/implosion field examples aren't working.
This is due to a Unity bug in versions where material property blocks passed in for instanced mesh rendering are ignored. The bug was fixed in Unity 2018.3 — upgrade past that version and the examples will render correctly.
Boing Bones doesn't play well with other procedural animation assets (e.g. Final IK).
Procedural-animation assets — including Boing Kit — update during LateUpdate, and Unity gives no guaranteed ordering between them. Boing Kit's update must happen after every other procedural-animation script.
Set this via Edit > Project Settings > Script Execution Order. Boing Kit's post-update pump needs to be last in the list; the pre-update pump needs to be first.
Example materials don't render correctly under URP or HDRP.
Examples are authored for the built-in render pipeline and don't upgrade cleanly to URP/HDRP. Boing Kit ships stock URP and HDRP shaders and materials (built with shader graphs) that you can swap in — see the Examples/ folder for the variants matching your render pipeline.
For GPU-based reactor field sampling to work, objects need to be rendered with vertex shaders that either use the stock URP/HDRP shader subgraph for per-object or per-vertex effects, or use the helper shader functions Boing Kit provides in BoingKit.cginc:
ApplyBoingReactorFieldPerObjectApplyBoingReactorFieldPerVertex
The Example Custom Shader files in the Warped Teapots example show how to call them. For shader graphs, use the shader subgraph shipped under Shader/ — see Boing Reactor Field Sampler.