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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment