Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.4.0b4
Issue ID
767048
Regression
Yes
Texture uploading is broken on various iOS device generations
Texture uploading is broken on various iOS device generations
1. What happened
I create a Texture2D on the fly, do some color maths and call SetPixels()/Apply() on it. Then I blit it to screen. On desktop and iPhone 5 it works fine. On iPhone 6 and iPad Mini 4 the colors are way off and don't look anywhere close to what they're supposed to look like.
A few things I tried :
- Using different texture formats (RGB24, RGBA32, ARGB32).
- Changing the graphics API (GLES2, GLES3, Metal, same result on all of them).
- Reading back the uploaded texture, the colors are correct when the texture is on the CPU.
- Doing a "capture GL frame" on Xcode, the uploaded texture in VRam is wrong.
2. How we can reproduce it using the example you attached
Open the project, open the "Demo" scene. Build and run on an iPhone 6 or iPad Mini 4 (you'll probably get the same result on any recent iOS devices). The colors won't look like what's in the editor. Build & run on an iPhone 5 : it works fine.
License type: Pro
Version: 5.4.0b4
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
Add comment