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Won't Fix
Votes
3
Found in
2017.3.0p3
Issue ID
997969
Regression
No
WebGL material loses transparency when loaded from assetbundle
To reproduce:
1. Open attached project and "Scene" in it
2. Play
3. You'll see a list of asset bundles, clicking once on them will load them into memory. So click on the asset bundles: "glas_materials" & "glas".
4. Click on the "glas" bundle again and it will open a new window to instantiate objects.
5. Load glas a prefab
Actual: Instantiate them and they will show up nontransparent.
Expected: Pull out Assets/3D/Glas A.prefab into scene - and notice it is blue-ish transparent
Reproduced in 2017.3.0f3, 2018.1.0b6
Comments (3)
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FairGamesProductions
Apr 26, 2018 12:48
Since no one has posted this, in case anyone else comes across this issue here is a work around:
If you go over all the materials of the object and reapply the shader it should fix the issue:
Material[] mats = instantiatedGameObject.GetComponent<Renderer>().materials;
foreach (var m in mats)
{
m.shader = Shader.Find(m.shader.name);
}
FairGamesProductions
Apr 26, 2018 12:24
Metallic and Smoothness values seem to be ignored in materials from AssetBundles too.
FairGamesProductions
Apr 26, 2018 12:16
Same issue here. Unity 2017.3.1f1
All assets loaded from an asset bundle lose any kind of transparency functionality. Even manually setting the transparency to 0.0 does not change anything in the scene. This is happening with the Standard shader.
Also, the secondary Albedo channels doesn't seem to work either. again on the standard shader. The textures are there but they are not being used by the materials.