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Shader Fallback changed in 3.4?

In 3.3, this shader would fallback to Diffuse when the camera was VertexLit, but now with 3.4 it doesn't (and gives a black result). What exactly determines when the Fallback is taken? (sorry about the...

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Texture2D Apply fail

I have some Texture2Ds which I'm calling Apply(true, true) on which, according to the documentation, the texture will be marked as no longer readable and memory will be freed after uploading to GPU. By...

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Fallback shaders not working in Asset Bundle?

Hi, I have an asset bundle with a shader (and is fallback shaders) but it seems that the "fallback system" or what you want to call it doesn't work. I noticed the problem because the the shader didn't...

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Custom shader always reverts to fallback

Hi, I have a custom shader that's basically a copy of Unity's built-in Transparent/Diffuse at this moment: Shader "Custom/TransparentDiffuseSaturation" { Properties { _Color ("Main Color", Color) = (1,...

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Reset Current Quality Settings very early - to have a fallback from too high...

Hi there, I've got a question about quality settings. It could be that the user sets quality too high for his Android device and he gets serious problems from that (like extreme lag or crash). I plan a...

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Nearest object code not falling back on alternate in OnGUI()

Hi guys, I have a compass that points to the nearest checkpoint in my game. If all the checkpoints have been passed (and therefore removed), it's supposed to point to the finish loop. This is the...

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Per Vertex WrapLambert Fallback

I've written a surface shader that contains a custom Lighting model (wrap lambert) and everything else is pretty typical (texture, normal map, rim lighting). It looks exactly how I want it to, except...

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Does setting several Fallbacks in shaders have any effect?

I'm writing some shaders but I don't really know how to test this. I'd like to know how exactly the fallback in shaders works. Can only one be used or, if there's more do they have any effect? For...

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Direct X 11 - What if the user doesn't have it?

I tried searching for about the entire morning now if Unity downgrades automatically to DX 10 or 9 if the end-user doesn't have a DX 11 capable graphics card, and if it does that for image effects too...

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Shader Fallback Windows Store App

Hey guys, I'm currently building a game for the windows store. I have a simple shader that always calls its FallBack shader once built into a Windows Store App. The shader works excellently in the...

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Linear Lighting - Lightmap Fallback

The Unity Docs state: "Even though these targets support linear lighting, it is not guaranteed that the graphics hardware on the device will be able to render the scene properly." Found here:...

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DLL fallback path error

Hey! I get a really strange path problem for you. I've made a program which import a DLL file I've made. It works fine on my computer (using Win8). But when I try to run it on another computer (Win7) I...

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Supplementing iAd Placement with AdMob

I'm having difficulty with creating a system in Unity that can run Google AdMob as a fallback when iAd fails to fill an ad order. The closest thing I've come up with is showing AdMob ads if iAd...

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Fallback handler could not load lib under Linux (.so)

Hi all! This is the first time I'm publishing an issue at this kind of resource, so excuse my for mistakes. I'm developing an application, which uses third-part library (Guardant, for hardware...

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How do you make fallback fonts work?

Hi all, I'm using a font called Deja Vu (DejaVuSansCondensed-Bold to be precise) which has good language support, but I need it to fallback to some variants of Noto Sans for some languages. I can't get...

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How to force Unity to use selected rendering path

1. Is it possible to force Unity to use rendering path selected on camera without fallbacks? 2. Is it possible to visualize particular rendering path used for different objects? It would be interesting...

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Problem with custom shader on ios

Hi everyone! I am new to writing shaders and I have a problem with a shader when working on iOS. It works on android device, unityEditor_iOS, unityEditor_android, but on iOS device it switches to...

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Sprite Atlas ETC2 Fallback Bug?

Hi, we have a problem on Android GLES 2.0 devices, where ETC2 not supported. Our game UI use sprite atlases, all atlases compressed using ETC2. For devices, where ETC2 not supported (20% android...

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