Search Issue Tracker
By Design
Votes
0
Found in
2017.1.1p4
Issue ID
956311
Regression
No
Shading of object is incorrect in Editor when its normal map texture is fetched from AssetBundle built for a different platform
How to reproduce:
1. Open the attached "TextLoaderTest" project and "Main" scene
2. Enter playmode while on Standalone platform, observe both Spheres and that their illuminated the same
3. Change to iOS/Android platform
4. Enter playmode
Expected result - Both Spheres are illuminated the same
Actual result - Sphere that has its normal map texture loaded from Asset Bundle has its shading incorrect, is not illuminated like the Sphere that has its normal texture set directly from Assets
Reproducible with - 2018.1.0a1, 2017.3.0a5, 2017.2.0f3, 2017.1.2p1, 2017.1.0a1
Note: If building the same "Moon02" texture to Asset Bundle with BuildTarget.Android (or other mobile platform) and switching to Standalone, the same bug persists (only on NVIDIA). This bug seems to happen ONLY when switching from Standalone to Mobile platforms or vice versa. It did not occur when changing to WebGL or Universal Windows Platform
Workaround: Delete the asset bundle file, that was created while working in previous platform and create a new one
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
- PolySpatial “Trying to set shader on a Material Variant.” error is printed in the console when entering Play Mode
- Error “Shader error in 'YSCloudCover': call to 'tex3D' is ambiguous at Assets/YSCloudCoverText.shader(606) (on d3d11)“ is present when compiling tex3D shader with DXC
- Placeholder asset is not loaded with Advertisement Legacy sample when using the latest version of the package
- Addressables content build fails but the Player build is successful when building a development build
Add comment