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By Design
By Design in 6000.5.X
Votes
0
Found in
6000.0.68f1
6000.3.10f1
6000.4.0b10
6000.5.0a7
Issue ID
UUM-135898
Regression
Yes
Terrain becomes dark when switching to Android build target
Steps to reproduce:
1. Open the attached “IN_135053_My project (3).zip” project
2. Open the “SampleScene” scene
3. Switch the build target to “Android”
4. Observe the Scene View
Alternative steps to reproduce:
1. Create a new project
2. Import the attached “textures_for_repro” asset package
3. Create a Terrain (3D Object → Terrain)
4. In the Inspector, navigate to the “Terrain” component
5. Open the “Paint Terrain” tab
6. Create a Terrain Layer
7. Set “Diffuse” and “Normal Map” to the attached textures of your choice
8. Disable the “Directional Light” GameObject in the Hierarchy
9. Open the Lighting window (Window → Rendering → Lighting)
10. Open the “Environment” tab
11. Under “Environment Lighting” switch the Source to “Gradient”
12. Adjust the “Sky Color” so the terrain is more easily visible
13. Switch to Android build target (File → Build Profiles)
14. Observe the Scene View window
Actual result: Terrain diffuse becomes black in viewport
Expected result: Terrain layer color is the same as it is in build target "Windows” or “Mac”
Reproducible with: 2023.3.0b8, 6000.0.68f1, 6000.3.10f1, 6000.4.0b10, 6000.5.0a7
Not reproducible with: 2023.3.0b7
Reproducible on: macOS Sequoia 15.7.3 (M1 Max), Windows 11 (User Reported)
Not reproducible on: No other environments tested
Note: Issue reproduces in Player
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Resolution Note:
Notes from duplicate issue UUM-75320 : The tint is due to the SH Evaluation setting in the URP Asset, more specifically it's using PerVertex mode. Due to performance issues the default behaviour of SH mode was changed to use PerVertex on mobile when set to Auto. In cases where you specifically want to use PerPixel, you can change the setting to that in the URP Asset.
Resolution Note (6000.5.X):
Notes from duplicate issue UUM-75320 : The tint is due to the SH Evaluation setting in the URP Asset, more specifically it's using PerVertex mode. Due to performance issues the default behaviour of SH mode was changed to use PerVertex on mobile when set to Auto. In cases where you specifically want to use PerPixel, you can change the setting to that in the URP Asset.