Search Issue Tracker
Not Reproducible
Votes
0
Found in
2018.2.6f1
Issue ID
1113313
Regression
No
[VR] GLSL shaders are forced to use GLES 3.0 when building for Oculus GO
To reproduce:
1. Add attached TestShader.shader to your project
2. Build and install to Oculus GO
3. Launch application and observe logcat
Expected: shader compiles using any GLES 3.x
Actual: shader is forced to use GLES 3.0
Reproduced in: 2017.4.18f1, 2018.2.20f1, 2018.3.3f1
Not reproduced in: 2019.1.0a6, 2019.1.0a15
Note1: earlier 2019.1 releases produce Gradle errors
Note2: logcat errors:
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI Toolkit meshes are fully rendered and rasterized when opacity is 0
- Light rendering artefacts appear in the Editor when assigning unsupported 3D Custom Render Texture in Camera’s Output Texture, unclearable errors and warnings spammed
- Memory leak when running a test with "GfxThreadingMode" set to "SplitJobs"
- Loading Unloaded unsaved Scene throws “ArgumentException” error in the Console
- Crash on std::__1::__tree_const_iterator when opening the Build Profiles window in a specific project
Add comment