Search Issue Tracker
By Design
Votes
0
Found in
2017.1.0b10
Issue ID
926070
Regression
No
Sprite with certain material is not visible in build when Sprite Mask has Custom Range property enabled
To reproduce:
1. Download and open attached "repro926070.zip" project.
2. Open "test" scene.
3. Notice 2 sprites with Sprite Masks in the scene.
4. Build and run project on Standalone.
5. Notice that in Build one of the sprites is not visible.
Expected result: Both sprites are fully visible in the build.
Actual result: Sprite with Additive material (left) is invisible in the final build.
Reproduced with: 2017.2.0b1, 2017.1.0f2, 2017.1.0a6.
Notes: Reproduces also on Android. Did not test on earlier versions since Sprite Mask component was only introduced in 2017. Happens only when Sprite Mask has Custom Range property active. Also happens when Material is set to Mobile/Particles/Alpha Blended, Mobile/Particles/Multiply and Mobile/Particles/VertexLit Blended.
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
Add comment