Search Issue Tracker
Fixed
Votes
0
Found in
4.3.3b1
Issue ID
583781
Regression
No
[Emulation] UnityEditor should use the rendering settings of the platform it is used in.
UnityEditor should use the rendering settings of the platform it is used in.
The rendering path currently used by the editor should reflect the target platform. With the current setup, what you see in the game view does not reflect what you will actually see in the built version of the game, which contradicts many other aspects of the Editor’s target platform. Currently, the only ways to view the game with the mobile rendering path in the editor are to either change the standalone rendering path, or to change the actual camera’s rendering path.
This leads to confusion when using the camera’s depth texture in shaders. If the mobile path is set to forward while standalone is set to deferred, the depth textures will still function properly in the editor when targeting mobile platforms. Once you build the game for mobile however, the depth textures will stop working because you need to tell the camera to render the depth via script.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
Add comment