Search Issue Tracker
By Design
Votes
0
Found in [Package]
Issue ID
1185065
Regression
No
[Addressables] Addresables with packed play mode looses material with LWRP in Play mode
To reproduce:
1. Open attach project
2. Make sure the Android platform is set
3. Press play in the editor
Actual result: Cube is pink
Expected result: Cube should be red
Reproduced on: 2018.4.14f1; 2020.1.0a7
Can not repro in 2017.4 because of no package manager.
Repro: Android platform Editor mode
Does not reproduce on:
Standalone platform editor and build
Android platform build
IOS Platform editor and build
Note: works fine with virtual mode and fast mode
Pictures attached.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
We're going to close this as being by design.
Android supports different shaders than what the editor can draw. As a result, when using packed assets the editor is trying to use the compiled Android shaders, and it can't since the editor is not running on Android.
This is doing what it's supposed to by using the shaders in the package, it just cannot run them without the Android hardware and firmware. We recommend using fast mode if you want to play the game or see what things look like in the editor.
If we were to add those PC fallback shaders it would greatly expand the bundle size and be of no benefit to the actual Android build.