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. 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. Unity checks the Always Included Shaders list in Graphics Settings. 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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