Search Issue Tracker
Active
Under Consideration for 6000.1.X, 6000.2.X
Votes
0
Found in
6000.1.0a10
6000.2.0a1
Issue ID
UUM-91731
Regression
No
[MacOS/Ubuntu] Multiple shader errors when switching to Windows Build Platform
*Steps to reproduce:*
# Ensure that the Windows Build Support module is installed via HUB
# Open a Unity Project
# Open Build Profiles via Window > Build Profiles
# Ensure that Windows is not selected as the platform
# Select the Windows platform and click 'Switch Platform'
# Observe the console
*Actual results:*
Multiple Shader errors appear in console saying that compilation failed as the platform doesn't support Ray Tracing Shader compilation.
*!image-2024-12-20-14-41-59-144.png|width=677,height=274!*
*Expected results:* There are no Shader errors in console when switching
*Reproducible with versions:* 6000.1.0a10, 6000.1.0a2
*Not reproducible with versions:* 6000.0.33f1, 2022.3.53f1
*Can't test with versions:* -
*Tested on (OS):* Ubuntu 24.04, MacOS
*Notes:*
* Errors are cleared after a few seconds. This is likely due to this other bug: [UUM-91487] Build failure errors are cleared in console before you can read them - Unity JIRA
* While this is a regression, I could not find out if the FAV was 6000.1.0a2 or 6000.1.0a1 as 6000.0.0a1 restarts the editor when switching build platform so you can't see if any errors appear.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- EditorGUILayout.PropertyField foldout icon inside Vertical Layout Group has an incorrect indent when used with OnInspectorGUI()
- [Android] [iOS] "NullReferenceException: Object reference not set to an instance of an object" throws when entering the Play Mode/opening the application
- The Player freezes on load when building Web platform
- Animator "Conditions" tab breaks when the only Parameter is deleted and another one is created
- "Shader error in 'Universal Render Pipeline/Lit': maximum ps_5_0 sampler register index (16) exceeded" error thrown after a build is completed when the "LOD Cross Fade" parameter is enabled
Add comment