![]() ![]() I tried saving the image as a sprite before loading it to the AssetBundle.I also tried to do it manually by loading the texture (and material) from the AssetBundle and assigning it to the loaded object, but it still only appears in the Editor, not the phone.I tried automatically compressing the images to "Compressed ETC 4 Bits" before loading them in the AssetBundle, and it didn't solve the issue. I can not "build" the project with the suggested settings after I unload them from the bundle. The problem is, these textures are retrieved from AssetBundles on the server dynamically. When I searched about it, I came across these suggestions: The textures which appear black are those that I retrieve from the AssetBundles. Static textures, like the texture I'm using for the background, appear normally on both the editor and the android device. After building the AssetBundle, it's uploaded to a server, and in another Android app, I retrieve it and unload its assets.Įverything works fine on the Unity editor "Game View", but on the android phone, the textures of dynamic GameObjects appear black. I've been trying to fix this for several days now and I'm not really sure how.įirst I'm creating AssetBundles which have prefabs and GameObjects with Textures.
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