Search Issue Tracker
Fixed in 2021.3.33f1
Fixed in 2021.3.X, 2022.3.X, 2023.1.X, 2023.2.X, 2023.3.X, 2023.3.0a6
Votes
0
Found in
2021.3.28f1
2022.3.6f1
2023.1.5f1
2023.2.0b1
2023.3.0a1
Issue ID
UUM-43301
Regression
No
Alpha channel is discarded when texture is imported as cubemap on Android platform
Steps to reproduce:
1. Open the attached project "AlphaChannelCubemap.7z"
2. Switch the Platform to Android
3. In the Project Window Click on either "masked_hdr.exr" or "masked_png.png
4. In the Inspector view Import Settings -> Texture Format (Ovveride for Android)
5. Observe that the format is "RGB(A) Compressed ASTC HDR 8x8 Block"
6. Toggle RGB/Alpha view with the icon at the bottom right, above the Preview window
7. Observe how Alpha Channel is discarded
Expected results: Alpha channel is displayed
Actual Results: The alpha channel is discarded
Reproducible in: 2021.3.29f1, 2022.3.6f1, 2023.1.5f1, 2023.2.0b1, 2023.3.0a1
Environment tested on: Windows 10
Notes:
-Switch to RGBA Half to see Alpha channel working as expected
-According to the Customer 2D textures are not affected
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
Add comment