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Fixed in 5.4.0
Votes
116
Found in
5.1.3f1
Issue ID
722725
Regression
No
Materials lose reference to textures if loaded from Asset Bundles
How to reproduce:
1. Open attached project
2. Open scene Scenes/AtlasedSpriteParticleTest.unity
3. Go to Build/AssetBundle
4. Play the scene
- Note how the particles have no textures
Comments (34)
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augivision
Jan 28, 2020 23:12
This is still not resolved.
What's strange is I never had this issue on my old computer but now the problem exists on my new computer.
Certain models loaded from asset bundles show up as pink. Sometimes reapplying the shader does not work.
Not really sure how to fix this or what to do about it. I added shaders to always included, I tried reapplying shaders and it works for Editor but objects are still pink on Android build.
DanVioletSagmiller
Nov 19, 2019 15:45
I have added a message on the forum @Unity, to hopefully return some attention to this. https://forum.unity.com/threads/unity-shaders-getting-lost-in-2018-4-lts.779999/
Kinetic
Nov 01, 2019 01:43
Still happening in Unity 2019.1.14. Finding this issue as closed in Unity 5 is embarassing.
brinisabderrahmen93
Mar 18, 2019 10:45
this worked for me but in built game you should put a list of shaders to build in settings or put the min a built scene that can never navigate to xD`using System.Collections; using System.Collections.Generic; using UnityEngine;
this script should be putted in the parent of the asset bundle spawner and call FixeShaders Function just afterspawning the prefab from assets bundle
public class ShaderBrinisFixe : MonoBehaviour {
// Create a material from code
public void FixeSahders()
{
// Create a material with transparent diffuse shader
// assign the material to the renderer
foreach (ParticleSystemRenderer p in gameObject.GetComponentsInChildren<ParticleSystemRenderer>())
{
p.material.shader= Shader.Find(p.material.shader.name);
}
}
} `
SteveJLV
Apr 01, 2017 06:36
Just upgrade Unity and my bundel comes in but the shaders are blank. Texture name is there but in scène everything is pink. Of i manualy set shaders to standaard everything is fine. Unfortunate you can nog select all imported objects and set their shaders, thuis component disapears when multiple selecting
BoboShu
Mar 21, 2017 08:33
it still happend on 5.5.2f1
Amazi
Mar 07, 2017 06:51
Why has this been resolved when it isn't fixed? This is still occurring on my version 5.4.3f1 (pro).
Please can someone respond rather than ignoring the issue for the last two years and then falsely claiming it is fixed.
ganusajjan
Feb 28, 2017 18:27
Is it fixed with 5.4 version of Unity?? Still i'm facing this issue!!
JakeMuehleff0000
Jan 13, 2017 23:19
This issue is not fixed. Please do not resolve issues that are still broken.
marcopaivaf
Dec 15, 2016 21:10
Besides making sure that or Asset Bundle is built for your target platform, you need to make sure to clean the Asset Bundle cache from the previous time you downloaded it.
I am using 5.5.0f3, and I always had this issue when using Asset Bundles. I fixed the issue today, by doing a couple of things:
1. I made sure that the shader that I wanted to use was included in the Asset Bundle (I have a custom Standard Surface Shader);
2. I made sure that I am building my Asset Bundle for my target platform (In my case, I am working on a Windows machine, targeting Windows 64);
3. I included my custom shader to the "Always Included Shaders" list inside the Project Settings -> Graphics;
4. I cleaned my Asset Bundle cache by running "Caching.CleanCache()" from an Editor script;
5. Built Asset Bundle;
Hope that helps someone =)