![]() The AssetBundleManager demo project on the Asset Store demonstrates how you can use the AssetBundleManifest to implement your own automatic dependency loading. To fix this you just need to load all the required bundles, and you need to do it in the correct order. As of Unity 5.0 the AssetBundle pipeline will calculate the dependencies between the bundles, but it won't automatically load the bundles for you (because in general it has no idea where to get them from). Failing to load the bundle that contains your shader (or loading it after the one with the material in).To fix this you just need to make sure that the bundles you are loading were built for the platform you are loading them on. For example, if you build your bundles for iOS and then try loading them on PC, it won't work because PC needs the Direct3D versions of the shaders and the bundle won't contain those (because there is no Direct3D on iOS). Loading bundles on one platform that were built for another. ![]() The pink material stuff just means there was a problem setting up the material and/or shader. Just to be clear: this is not one single bug. ![]()
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