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Support / Re: tk2dSprites becomes Pink when load Scene from Asset Bundle
« on: December 06, 2015, 02:22:05 pm »
Eventually this post explained the situation.
http://www.mingruijiang.com/Shaders-from-asset-bundles-appear-pink-in-editor
and I double check both my experiments, and realize the following: Compiled Shader only works on the target platform.
1. If I'm loading an asset bundle using Editor on MacOSX, (if the Asset Bundle is built for MacOSX), ===> all good.
2. If I'm loading an asset bundle using Editor on MacOSX, (if the Asset Bundle is built for iOS ) ===> all Pink. (Reapply Shaders will work.)
if the Asset Bundle built for iOS, loaded on the iOS device, it will be all good. (display correctly.)
** I'm not too sure about the "Platform Collection" option.. Usually My project setting is target iOS platform, and building it on a MacOSX machine.. and I just create sprite collection normally without changing any setting.
I guessed I will just bear with it.. , safe to say can be ignored and understood it's a nature of the Unity thing..
http://www.mingruijiang.com/Shaders-from-asset-bundles-appear-pink-in-editor
and I double check both my experiments, and realize the following: Compiled Shader only works on the target platform.
1. If I'm loading an asset bundle using Editor on MacOSX, (if the Asset Bundle is built for MacOSX), ===> all good.
2. If I'm loading an asset bundle using Editor on MacOSX, (if the Asset Bundle is built for iOS ) ===> all Pink. (Reapply Shaders will work.)
if the Asset Bundle built for iOS, loaded on the iOS device, it will be all good. (display correctly.)
** I'm not too sure about the "Platform Collection" option.. Usually My project setting is target iOS platform, and building it on a MacOSX machine.. and I just create sprite collection normally without changing any setting.
I guessed I will just bear with it.. , safe to say can be ignored and understood it's a nature of the Unity thing..
