Search Issue Tracker
Won't Fix
Won't Fix in 2023.2.X
Votes
0
Found in
2021.3.28f1
2022.3.5f1
2023.1.4f1
2023.2.0a23
Issue ID
UUM-44008
Regression
No
Script causing black screen on project build when Fullscreen Mode is set to Windowed on Silicon macOS
Reproduction steps:
1. Open the attached “game” project
2. In the Menu bar, click on File and select “Build And Run”
Expected result: Project build launches with the title screen visible (like in the Editor Game View)
Actual result: Project build launches with a black screen
Reproducible with: 2021.3.28f1, 2022.3.5f1, 2023.1.4f1, 2023.2.0a23
Reproducible on: macOS Ventura 13.4.1 (M1 Max)
Not reproducible on: macOS 13.2.1 (Intel)
Note: Black screen can only be seen in the “Title.unity” scene which goes away when the resolution is changed in the built project “Settings.unity” scene.
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
- 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
Resolution Note:
This is user error: "Postprocessing/Displacement" shader used for postprocessing (blit with material) access target RT depth, but it is uninitialized. Adding `ZTest Always` to shader fixes the issue (alternatively `Assets/Shaders/DisplacementShader/PostProcessing.cs` can be tweaked to include clearing of the depth buffer)
Resolution Note (2023.2.X):
This is user error: "Postprocessing/Displacement" shader used for postprocessing (blit with material) access target RT depth, but it is uninitialized. Adding `ZTest Always` to shader fixes the issue (alternatively `Assets/Shaders/DisplacementShader/PostProcessing.cs` can be tweaked to include clearing of the depth buffer)