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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

3

Found in

5.1.2p3

Issue ID

721436

Regression

No

Custom Shaders from Android Asset Bundle does not work right when instantiated

Asset Loading

-

Asset bundles created for android that have Custom shader in it does not behave as expected.

Comments (5)

  1. supreem_creator

    Sep 07, 2016 14:14

    Why has this been postponed? It makes it impossible to use Asset Bundles with custom shaders.

  2. alexeyzakharov

    Oct 16, 2015 14:48

    Hi!

    Data in AssetBundles built for the mobile platform might be incompatible with the Editor.
    This might be the case for the shaders. E.g. shaders are serialized for GLES2 graphics API, but Editor is running DX11.
    It is recommended to use 'Simulation Mode' approach described at https://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager.

    Also AssetBundle might be built with GLES2 Graphics API in Player Settings, but main player is built and running GLES3 renderer. This causes data incompatibility at runtime.

  3. GGeff

    Sep 25, 2015 01:16

    I'm having this issue as well, in 5.2.0f3

  4. PNordlund

    Sep 06, 2015 17:05

    This seems to be the case with iOS asset bundles as well. Need to re-assign the shaders in the script that instantiates the prefab.

  5. PNordlund

    Sep 06, 2015 17:05

    This seems to be the case with iOS asset bundles as well. Need to re-assign the shaders in the script that instantiates the prefab.

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