Search Issue Tracker
By Design
Votes
0
Found in [Package]
Issue ID
1185065
Regression
No
[Addressables] Addresables with packed play mode looses material with LWRP in Play mode
To reproduce:
1. Open attach project
2. Make sure the Android platform is set
3. Press play in the editor
Actual result: Cube is pink
Expected result: Cube should be red
Reproduced on: 2018.4.14f1; 2020.1.0a7
Can not repro in 2017.4 because of no package manager.
Repro: Android platform Editor mode
Does not reproduce on:
Standalone platform editor and build
Android platform build
IOS Platform editor and build
Note: works fine with virtual mode and fast mode
Pictures attached.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Bunch of "TargetParameterCountException" errors thrown in the Editor Console when opening the "Adaptive Probe Volumes" tab in the "Lighting" window
- Non-removable serialized data for a renderer feature still appears even when the renderer feature is deleted
- URP Cascaded Shadows do not have a falloff in Player when the Player is built not in Development Mode
- Grid in animation preview window is rendered on top of the object
- WebGPU Graphics.RenderPrimitives fails on MeshTopology.Quads with Validation errors when exceeding 64k vertices
Resolution Note:
We're going to close this as being by design.
Android supports different shaders than what the editor can draw. As a result, when using packed assets the editor is trying to use the compiled Android shaders, and it can't since the editor is not running on Android.
This is doing what it's supposed to by using the shaders in the package, it just cannot run them without the Android hardware and firmware. We recommend using fast mode if you want to play the game or see what things look like in the editor.
If we were to add those PC fallback shaders it would greatly expand the bundle size and be of no benefit to the actual Android build.