Search Issue Tracker
Fixed in 2019.1.X
Votes
0
Found in
2018.1.6f1
2018.2.0a3
Issue ID
1055634
Regression
Yes
[Mac] Can't change Graphics device to use in standalone built project
To reproduce:
1. Create a new project
2. Build for standalone
3. Open built project
4. Try to select Graphics device to use
Expected result: able to select Graphics device to use
Actual result: the drop-down is greyed out, unable to select Graphics device to use
Reproduced on:
2018.2.0a3 2018.2.12.f1 2018.3.0b6 2019.1.0a5
Not reproduced on:
2017.4.13f1 2018.1.9f2 2018.2.0a1
Notes:
Can't open the build on 2018.2.0a2
Tested with Auto Graphics API for Mac, Metal, OpenGLCore
There is no option to select Graphics device to use on Win 10 machine
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Silicon] Crash on ScriptableRenderLoopJob when machine is left idle while the Editor is in Play mode
- [Android] GraphicsBuffer.CopyCount does not work with Append Compute Buffer after Compute Shader Dispatch on some Android devices
- "DirectoryNotFoundException" error when building a project via script in one folder, then building via Editor in another, deleting the folder built via Editor and rebuilding via Script
- New items are created and old ones remain in memory when using 'treeView.SetRootItems(items)' and 'treeView.Rebuild()' which can cause a memory leak
- Code continues to run after enabling the Frame Debugger when in paused Play Mode and using 'WaitForSecondsRealtime' coroutine
Add comment