Unity tiny player model color1/12/2024 ![]() When using one Unity project to build the AssetBundles and another Unity project to load the AssetBundles, the problem could be due to the projects having different Graphics APIs lists, or Always Included Shaders lists. NOTE: If any of your triangles is a prefab, like the very first. Then select all of your triangles and drag and drop in the newly created material on the very bottom of the selected triangles. Then go to the albedo's color button and then select the color you wanna choose. If the list changes between building and loading the AssetBundle then the shader code built into the AssetBundle could be for the wrong API, resulting in the shader being unsupported on the target platform. First of all, right-click on the project tab and then create>material. The Graphics APIs list in the target platform's Player Settings should contain all needed APIs when building the AssetBundle. ![]() If you then remove this shader from the Always Included Shaders list then it might not be included in your built player, resulting in the shader not being found as the AssetBundle still only includes the reference to the shader. If a shader is in there, a reference to the shader will be stored in the AssetBundle instead of platform specific shader code. You can try using the texture maps included with your first model and tweak and touch each of them until they provide some good results. The color box is displayed on the left side. Select the Material (red) and click the color box. Select 'Create' and pick the 'Material' option. Unity checks the Always Included Shaders list in Graphics Settings. The AssetBundle needs to be built for the correct target platform, for example for Bundles intended to be used on iOS devices: BuildPipeline.BuildAssetBundles ('AssetBundles', BuildAssetBundleOptions.None, BuildTarget.iOS) The Always Included Shaders list in Graphics Settings needs to stay the same between building and loading the AssetBundle. Step 2 Create materials Select the Assets menu in the menu bar. The Always Included Shaders list in Graphics Settings needs to stay the same between building and loading the AssetBundle. ![]() BuildPipeline.BuildAssetBundles("AssetBundles", BuildAssetBundleOptions.None, BuildTarget.iOS)
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